#ifndef GL_PROC_GL_ES_VERSION_3_1_HPP
#define GL_PROC_GL_ES_VERSION_3_1_HPP
#include "common.hpp"


#ifndef GL_NO_ERROR
#define GL_NO_ERROR 0
#endif //GL_NO_ERROR
#ifndef GL_FALSE
#define GL_FALSE 0
#endif //GL_FALSE
#ifndef GL_NONE
#define GL_NONE 0
#endif //GL_NONE
#ifndef GL_ZERO
#define GL_ZERO 0
#endif //GL_ZERO
#ifndef GL_POINTS
#define GL_POINTS 0x0000
#endif //GL_POINTS
#ifndef GL_VERTEX_SHADER_BIT
#define GL_VERTEX_SHADER_BIT 0x00000001
#endif //GL_VERTEX_SHADER_BIT
#ifndef GL_SYNC_FLUSH_COMMANDS_BIT
#define GL_SYNC_FLUSH_COMMANDS_BIT 0x00000001
#endif //GL_SYNC_FLUSH_COMMANDS_BIT
#ifndef GL_VERTEX_ATTRIB_ARRAY_BARRIER_BIT
#define GL_VERTEX_ATTRIB_ARRAY_BARRIER_BIT 0x00000001
#endif //GL_VERTEX_ATTRIB_ARRAY_BARRIER_BIT
#ifndef GL_FRAGMENT_SHADER_BIT
#define GL_FRAGMENT_SHADER_BIT 0x00000002
#endif //GL_FRAGMENT_SHADER_BIT
#ifndef GL_ELEMENT_ARRAY_BARRIER_BIT
#define GL_ELEMENT_ARRAY_BARRIER_BIT 0x00000002
#endif //GL_ELEMENT_ARRAY_BARRIER_BIT
#ifndef GL_UNIFORM_BARRIER_BIT
#define GL_UNIFORM_BARRIER_BIT 0x00000004
#endif //GL_UNIFORM_BARRIER_BIT
#ifndef GL_TEXTURE_FETCH_BARRIER_BIT
#define GL_TEXTURE_FETCH_BARRIER_BIT 0x00000008
#endif //GL_TEXTURE_FETCH_BARRIER_BIT
#ifndef GL_SHADER_IMAGE_ACCESS_BARRIER_BIT
#define GL_SHADER_IMAGE_ACCESS_BARRIER_BIT 0x00000020
#endif //GL_SHADER_IMAGE_ACCESS_BARRIER_BIT
#ifndef GL_COMPUTE_SHADER_BIT
#define GL_COMPUTE_SHADER_BIT 0x00000020
#endif //GL_COMPUTE_SHADER_BIT
#ifndef GL_COMMAND_BARRIER_BIT
#define GL_COMMAND_BARRIER_BIT 0x00000040
#endif //GL_COMMAND_BARRIER_BIT
#ifndef GL_PIXEL_BUFFER_BARRIER_BIT
#define GL_PIXEL_BUFFER_BARRIER_BIT 0x00000080
#endif //GL_PIXEL_BUFFER_BARRIER_BIT
#ifndef GL_DEPTH_BUFFER_BIT
#define GL_DEPTH_BUFFER_BIT 0x00000100
#endif //GL_DEPTH_BUFFER_BIT
#ifndef GL_TEXTURE_UPDATE_BARRIER_BIT
#define GL_TEXTURE_UPDATE_BARRIER_BIT 0x00000100
#endif //GL_TEXTURE_UPDATE_BARRIER_BIT
#ifndef GL_BUFFER_UPDATE_BARRIER_BIT
#define GL_BUFFER_UPDATE_BARRIER_BIT 0x00000200
#endif //GL_BUFFER_UPDATE_BARRIER_BIT
#ifndef GL_FRAMEBUFFER_BARRIER_BIT
#define GL_FRAMEBUFFER_BARRIER_BIT 0x00000400
#endif //GL_FRAMEBUFFER_BARRIER_BIT
#ifndef GL_STENCIL_BUFFER_BIT
#define GL_STENCIL_BUFFER_BIT 0x00000400
#endif //GL_STENCIL_BUFFER_BIT
#ifndef GL_TRANSFORM_FEEDBACK_BARRIER_BIT
#define GL_TRANSFORM_FEEDBACK_BARRIER_BIT 0x00000800
#endif //GL_TRANSFORM_FEEDBACK_BARRIER_BIT
#ifndef GL_ATOMIC_COUNTER_BARRIER_BIT
#define GL_ATOMIC_COUNTER_BARRIER_BIT 0x00001000
#endif //GL_ATOMIC_COUNTER_BARRIER_BIT
#ifndef GL_SHADER_STORAGE_BARRIER_BIT
#define GL_SHADER_STORAGE_BARRIER_BIT 0x00002000
#endif //GL_SHADER_STORAGE_BARRIER_BIT
#ifndef GL_COLOR_BUFFER_BIT
#define GL_COLOR_BUFFER_BIT 0x00004000
#endif //GL_COLOR_BUFFER_BIT
#ifndef GL_MAP_READ_BIT
#define GL_MAP_READ_BIT 0x0001
#endif //GL_MAP_READ_BIT
#ifndef GL_LINES
#define GL_LINES 0x0001
#endif //GL_LINES
#ifndef GL_MAP_WRITE_BIT
#define GL_MAP_WRITE_BIT 0x0002
#endif //GL_MAP_WRITE_BIT
#ifndef GL_LINE_LOOP
#define GL_LINE_LOOP 0x0002
#endif //GL_LINE_LOOP
#ifndef GL_LINE_STRIP
#define GL_LINE_STRIP 0x0003
#endif //GL_LINE_STRIP
#ifndef GL_MAP_INVALIDATE_RANGE_BIT
#define GL_MAP_INVALIDATE_RANGE_BIT 0x0004
#endif //GL_MAP_INVALIDATE_RANGE_BIT
#ifndef GL_TRIANGLES
#define GL_TRIANGLES 0x0004
#endif //GL_TRIANGLES
#ifndef GL_TRIANGLE_STRIP
#define GL_TRIANGLE_STRIP 0x0005
#endif //GL_TRIANGLE_STRIP
#ifndef GL_TRIANGLE_FAN
#define GL_TRIANGLE_FAN 0x0006
#endif //GL_TRIANGLE_FAN
#ifndef GL_MAP_INVALIDATE_BUFFER_BIT
#define GL_MAP_INVALIDATE_BUFFER_BIT 0x0008
#endif //GL_MAP_INVALIDATE_BUFFER_BIT
#ifndef GL_MAP_FLUSH_EXPLICIT_BIT
#define GL_MAP_FLUSH_EXPLICIT_BIT 0x0010
#endif //GL_MAP_FLUSH_EXPLICIT_BIT
#ifndef GL_MAP_UNSYNCHRONIZED_BIT
#define GL_MAP_UNSYNCHRONIZED_BIT 0x0020
#endif //GL_MAP_UNSYNCHRONIZED_BIT
#ifndef GL_NEVER
#define GL_NEVER 0x0200
#endif //GL_NEVER
#ifndef GL_LESS
#define GL_LESS 0x0201
#endif //GL_LESS
#ifndef GL_EQUAL
#define GL_EQUAL 0x0202
#endif //GL_EQUAL
#ifndef GL_LEQUAL
#define GL_LEQUAL 0x0203
#endif //GL_LEQUAL
#ifndef GL_GREATER
#define GL_GREATER 0x0204
#endif //GL_GREATER
#ifndef GL_NOTEQUAL
#define GL_NOTEQUAL 0x0205
#endif //GL_NOTEQUAL
#ifndef GL_GEQUAL
#define GL_GEQUAL 0x0206
#endif //GL_GEQUAL
#ifndef GL_ALWAYS
#define GL_ALWAYS 0x0207
#endif //GL_ALWAYS
#ifndef GL_SRC_COLOR
#define GL_SRC_COLOR 0x0300
#endif //GL_SRC_COLOR
#ifndef GL_ONE_MINUS_SRC_COLOR
#define GL_ONE_MINUS_SRC_COLOR 0x0301
#endif //GL_ONE_MINUS_SRC_COLOR
#ifndef GL_SRC_ALPHA
#define GL_SRC_ALPHA 0x0302
#endif //GL_SRC_ALPHA
#ifndef GL_ONE_MINUS_SRC_ALPHA
#define GL_ONE_MINUS_SRC_ALPHA 0x0303
#endif //GL_ONE_MINUS_SRC_ALPHA
#ifndef GL_DST_ALPHA
#define GL_DST_ALPHA 0x0304
#endif //GL_DST_ALPHA
#ifndef GL_ONE_MINUS_DST_ALPHA
#define GL_ONE_MINUS_DST_ALPHA 0x0305
#endif //GL_ONE_MINUS_DST_ALPHA
#ifndef GL_DST_COLOR
#define GL_DST_COLOR 0x0306
#endif //GL_DST_COLOR
#ifndef GL_ONE_MINUS_DST_COLOR
#define GL_ONE_MINUS_DST_COLOR 0x0307
#endif //GL_ONE_MINUS_DST_COLOR
#ifndef GL_SRC_ALPHA_SATURATE
#define GL_SRC_ALPHA_SATURATE 0x0308
#endif //GL_SRC_ALPHA_SATURATE
#ifndef GL_FRONT
#define GL_FRONT 0x0404
#endif //GL_FRONT
#ifndef GL_BACK
#define GL_BACK 0x0405
#endif //GL_BACK
#ifndef GL_FRONT_AND_BACK
#define GL_FRONT_AND_BACK 0x0408
#endif //GL_FRONT_AND_BACK
#ifndef GL_INVALID_ENUM
#define GL_INVALID_ENUM 0x0500
#endif //GL_INVALID_ENUM
#ifndef GL_INVALID_VALUE
#define GL_INVALID_VALUE 0x0501
#endif //GL_INVALID_VALUE
#ifndef GL_INVALID_OPERATION
#define GL_INVALID_OPERATION 0x0502
#endif //GL_INVALID_OPERATION
#ifndef GL_OUT_OF_MEMORY
#define GL_OUT_OF_MEMORY 0x0505
#endif //GL_OUT_OF_MEMORY
#ifndef GL_INVALID_FRAMEBUFFER_OPERATION
#define GL_INVALID_FRAMEBUFFER_OPERATION 0x0506
#endif //GL_INVALID_FRAMEBUFFER_OPERATION
#ifndef GL_CW
#define GL_CW 0x0900
#endif //GL_CW
#ifndef GL_CCW
#define GL_CCW 0x0901
#endif //GL_CCW
#ifndef GL_LINE_WIDTH
#define GL_LINE_WIDTH 0x0B21
#endif //GL_LINE_WIDTH
#ifndef GL_CULL_FACE
#define GL_CULL_FACE 0x0B44
#endif //GL_CULL_FACE
#ifndef GL_CULL_FACE_MODE
#define GL_CULL_FACE_MODE 0x0B45
#endif //GL_CULL_FACE_MODE
#ifndef GL_FRONT_FACE
#define GL_FRONT_FACE 0x0B46
#endif //GL_FRONT_FACE
#ifndef GL_DEPTH_RANGE
#define GL_DEPTH_RANGE 0x0B70
#endif //GL_DEPTH_RANGE
#ifndef GL_DEPTH_TEST
#define GL_DEPTH_TEST 0x0B71
#endif //GL_DEPTH_TEST
#ifndef GL_DEPTH_WRITEMASK
#define GL_DEPTH_WRITEMASK 0x0B72
#endif //GL_DEPTH_WRITEMASK
#ifndef GL_DEPTH_CLEAR_VALUE
#define GL_DEPTH_CLEAR_VALUE 0x0B73
#endif //GL_DEPTH_CLEAR_VALUE
#ifndef GL_DEPTH_FUNC
#define GL_DEPTH_FUNC 0x0B74
#endif //GL_DEPTH_FUNC
#ifndef GL_STENCIL_TEST
#define GL_STENCIL_TEST 0x0B90
#endif //GL_STENCIL_TEST
#ifndef GL_STENCIL_CLEAR_VALUE
#define GL_STENCIL_CLEAR_VALUE 0x0B91
#endif //GL_STENCIL_CLEAR_VALUE
#ifndef GL_STENCIL_FUNC
#define GL_STENCIL_FUNC 0x0B92
#endif //GL_STENCIL_FUNC
#ifndef GL_STENCIL_VALUE_MASK
#define GL_STENCIL_VALUE_MASK 0x0B93
#endif //GL_STENCIL_VALUE_MASK
#ifndef GL_STENCIL_FAIL
#define GL_STENCIL_FAIL 0x0B94
#endif //GL_STENCIL_FAIL
#ifndef GL_STENCIL_PASS_DEPTH_FAIL
#define GL_STENCIL_PASS_DEPTH_FAIL 0x0B95
#endif //GL_STENCIL_PASS_DEPTH_FAIL
#ifndef GL_STENCIL_PASS_DEPTH_PASS
#define GL_STENCIL_PASS_DEPTH_PASS 0x0B96
#endif //GL_STENCIL_PASS_DEPTH_PASS
#ifndef GL_STENCIL_REF
#define GL_STENCIL_REF 0x0B97
#endif //GL_STENCIL_REF
#ifndef GL_STENCIL_WRITEMASK
#define GL_STENCIL_WRITEMASK 0x0B98
#endif //GL_STENCIL_WRITEMASK
#ifndef GL_VIEWPORT
#define GL_VIEWPORT 0x0BA2
#endif //GL_VIEWPORT
#ifndef GL_DITHER
#define GL_DITHER 0x0BD0
#endif //GL_DITHER
#ifndef GL_BLEND
#define GL_BLEND 0x0BE2
#endif //GL_BLEND
#ifndef GL_READ_BUFFER
#define GL_READ_BUFFER 0x0C02
#endif //GL_READ_BUFFER
#ifndef GL_SCISSOR_BOX
#define GL_SCISSOR_BOX 0x0C10
#endif //GL_SCISSOR_BOX
#ifndef GL_SCISSOR_TEST
#define GL_SCISSOR_TEST 0x0C11
#endif //GL_SCISSOR_TEST
#ifndef GL_COLOR_CLEAR_VALUE
#define GL_COLOR_CLEAR_VALUE 0x0C22
#endif //GL_COLOR_CLEAR_VALUE
#ifndef GL_COLOR_WRITEMASK
#define GL_COLOR_WRITEMASK 0x0C23
#endif //GL_COLOR_WRITEMASK
#ifndef GL_UNPACK_ROW_LENGTH
#define GL_UNPACK_ROW_LENGTH 0x0CF2
#endif //GL_UNPACK_ROW_LENGTH
#ifndef GL_UNPACK_SKIP_ROWS
#define GL_UNPACK_SKIP_ROWS 0x0CF3
#endif //GL_UNPACK_SKIP_ROWS
#ifndef GL_UNPACK_SKIP_PIXELS
#define GL_UNPACK_SKIP_PIXELS 0x0CF4
#endif //GL_UNPACK_SKIP_PIXELS
#ifndef GL_UNPACK_ALIGNMENT
#define GL_UNPACK_ALIGNMENT 0x0CF5
#endif //GL_UNPACK_ALIGNMENT
#ifndef GL_PACK_ROW_LENGTH
#define GL_PACK_ROW_LENGTH 0x0D02
#endif //GL_PACK_ROW_LENGTH
#ifndef GL_PACK_SKIP_ROWS
#define GL_PACK_SKIP_ROWS 0x0D03
#endif //GL_PACK_SKIP_ROWS
#ifndef GL_PACK_SKIP_PIXELS
#define GL_PACK_SKIP_PIXELS 0x0D04
#endif //GL_PACK_SKIP_PIXELS
#ifndef GL_PACK_ALIGNMENT
#define GL_PACK_ALIGNMENT 0x0D05
#endif //GL_PACK_ALIGNMENT
#ifndef GL_MAX_TEXTURE_SIZE
#define GL_MAX_TEXTURE_SIZE 0x0D33
#endif //GL_MAX_TEXTURE_SIZE
#ifndef GL_MAX_VIEWPORT_DIMS
#define GL_MAX_VIEWPORT_DIMS 0x0D3A
#endif //GL_MAX_VIEWPORT_DIMS
#ifndef GL_SUBPIXEL_BITS
#define GL_SUBPIXEL_BITS 0x0D50
#endif //GL_SUBPIXEL_BITS
#ifndef GL_RED_BITS
#define GL_RED_BITS 0x0D52
#endif //GL_RED_BITS
#ifndef GL_GREEN_BITS
#define GL_GREEN_BITS 0x0D53
#endif //GL_GREEN_BITS
#ifndef GL_BLUE_BITS
#define GL_BLUE_BITS 0x0D54
#endif //GL_BLUE_BITS
#ifndef GL_ALPHA_BITS
#define GL_ALPHA_BITS 0x0D55
#endif //GL_ALPHA_BITS
#ifndef GL_DEPTH_BITS
#define GL_DEPTH_BITS 0x0D56
#endif //GL_DEPTH_BITS
#ifndef GL_STENCIL_BITS
#define GL_STENCIL_BITS 0x0D57
#endif //GL_STENCIL_BITS
#ifndef GL_TEXTURE_2D
#define GL_TEXTURE_2D 0x0DE1
#endif //GL_TEXTURE_2D
#ifndef GL_TEXTURE_WIDTH
#define GL_TEXTURE_WIDTH 0x1000
#endif //GL_TEXTURE_WIDTH
#ifndef GL_TEXTURE_HEIGHT
#define GL_TEXTURE_HEIGHT 0x1001
#endif //GL_TEXTURE_HEIGHT
#ifndef GL_TEXTURE_INTERNAL_FORMAT
#define GL_TEXTURE_INTERNAL_FORMAT 0x1003
#endif //GL_TEXTURE_INTERNAL_FORMAT
#ifndef GL_DONT_CARE
#define GL_DONT_CARE 0x1100
#endif //GL_DONT_CARE
#ifndef GL_FASTEST
#define GL_FASTEST 0x1101
#endif //GL_FASTEST
#ifndef GL_NICEST
#define GL_NICEST 0x1102
#endif //GL_NICEST
#ifndef GL_BYTE
#define GL_BYTE 0x1400
#endif //GL_BYTE
#ifndef GL_UNSIGNED_BYTE
#define GL_UNSIGNED_BYTE 0x1401
#endif //GL_UNSIGNED_BYTE
#ifndef GL_SHORT
#define GL_SHORT 0x1402
#endif //GL_SHORT
#ifndef GL_UNSIGNED_SHORT
#define GL_UNSIGNED_SHORT 0x1403
#endif //GL_UNSIGNED_SHORT
#ifndef GL_INT
#define GL_INT 0x1404
#endif //GL_INT
#ifndef GL_UNSIGNED_INT
#define GL_UNSIGNED_INT 0x1405
#endif //GL_UNSIGNED_INT
#ifndef GL_FLOAT
#define GL_FLOAT 0x1406
#endif //GL_FLOAT
#ifndef GL_HALF_FLOAT
#define GL_HALF_FLOAT 0x140B
#endif //GL_HALF_FLOAT
#ifndef GL_FIXED
#define GL_FIXED 0x140C
#endif //GL_FIXED
#ifndef GL_INVERT
#define GL_INVERT 0x150A
#endif //GL_INVERT
#ifndef GL_TEXTURE
#define GL_TEXTURE 0x1702
#endif //GL_TEXTURE
#ifndef GL_COLOR
#define GL_COLOR 0x1800
#endif //GL_COLOR
#ifndef GL_DEPTH
#define GL_DEPTH 0x1801
#endif //GL_DEPTH
#ifndef GL_STENCIL
#define GL_STENCIL 0x1802
#endif //GL_STENCIL
#ifndef GL_STENCIL_INDEX
#define GL_STENCIL_INDEX 0x1901
#endif //GL_STENCIL_INDEX
#ifndef GL_DEPTH_COMPONENT
#define GL_DEPTH_COMPONENT 0x1902
#endif //GL_DEPTH_COMPONENT
#ifndef GL_RED
#define GL_RED 0x1903
#endif //GL_RED
#ifndef GL_GREEN
#define GL_GREEN 0x1904
#endif //GL_GREEN
#ifndef GL_BLUE
#define GL_BLUE 0x1905
#endif //GL_BLUE
#ifndef GL_ALPHA
#define GL_ALPHA 0x1906
#endif //GL_ALPHA
#ifndef GL_RGB
#define GL_RGB 0x1907
#endif //GL_RGB
#ifndef GL_RGBA
#define GL_RGBA 0x1908
#endif //GL_RGBA
#ifndef GL_LUMINANCE
#define GL_LUMINANCE 0x1909
#endif //GL_LUMINANCE
#ifndef GL_LUMINANCE_ALPHA
#define GL_LUMINANCE_ALPHA 0x190A
#endif //GL_LUMINANCE_ALPHA
#ifndef GL_KEEP
#define GL_KEEP 0x1E00
#endif //GL_KEEP
#ifndef GL_REPLACE
#define GL_REPLACE 0x1E01
#endif //GL_REPLACE
#ifndef GL_INCR
#define GL_INCR 0x1E02
#endif //GL_INCR
#ifndef GL_DECR
#define GL_DECR 0x1E03
#endif //GL_DECR
#ifndef GL_VENDOR
#define GL_VENDOR 0x1F00
#endif //GL_VENDOR
#ifndef GL_RENDERER
#define GL_RENDERER 0x1F01
#endif //GL_RENDERER
#ifndef GL_VERSION
#define GL_VERSION 0x1F02
#endif //GL_VERSION
#ifndef GL_EXTENSIONS
#define GL_EXTENSIONS 0x1F03
#endif //GL_EXTENSIONS
#ifndef GL_NEAREST
#define GL_NEAREST 0x2600
#endif //GL_NEAREST
#ifndef GL_LINEAR
#define GL_LINEAR 0x2601
#endif //GL_LINEAR
#ifndef GL_NEAREST_MIPMAP_NEAREST
#define GL_NEAREST_MIPMAP_NEAREST 0x2700
#endif //GL_NEAREST_MIPMAP_NEAREST
#ifndef GL_LINEAR_MIPMAP_NEAREST
#define GL_LINEAR_MIPMAP_NEAREST 0x2701
#endif //GL_LINEAR_MIPMAP_NEAREST
#ifndef GL_NEAREST_MIPMAP_LINEAR
#define GL_NEAREST_MIPMAP_LINEAR 0x2702
#endif //GL_NEAREST_MIPMAP_LINEAR
#ifndef GL_LINEAR_MIPMAP_LINEAR
#define GL_LINEAR_MIPMAP_LINEAR 0x2703
#endif //GL_LINEAR_MIPMAP_LINEAR
#ifndef GL_TEXTURE_MAG_FILTER
#define GL_TEXTURE_MAG_FILTER 0x2800
#endif //GL_TEXTURE_MAG_FILTER
#ifndef GL_TEXTURE_MIN_FILTER
#define GL_TEXTURE_MIN_FILTER 0x2801
#endif //GL_TEXTURE_MIN_FILTER
#ifndef GL_TEXTURE_WRAP_S
#define GL_TEXTURE_WRAP_S 0x2802
#endif //GL_TEXTURE_WRAP_S
#ifndef GL_TEXTURE_WRAP_T
#define GL_TEXTURE_WRAP_T 0x2803
#endif //GL_TEXTURE_WRAP_T
#ifndef GL_REPEAT
#define GL_REPEAT 0x2901
#endif //GL_REPEAT
#ifndef GL_POLYGON_OFFSET_UNITS
#define GL_POLYGON_OFFSET_UNITS 0x2A00
#endif //GL_POLYGON_OFFSET_UNITS
#ifndef GL_CONSTANT_COLOR
#define GL_CONSTANT_COLOR 0x8001
#endif //GL_CONSTANT_COLOR
#ifndef GL_ONE_MINUS_CONSTANT_COLOR
#define GL_ONE_MINUS_CONSTANT_COLOR 0x8002
#endif //GL_ONE_MINUS_CONSTANT_COLOR
#ifndef GL_CONSTANT_ALPHA
#define GL_CONSTANT_ALPHA 0x8003
#endif //GL_CONSTANT_ALPHA
#ifndef GL_ONE_MINUS_CONSTANT_ALPHA
#define GL_ONE_MINUS_CONSTANT_ALPHA 0x8004
#endif //GL_ONE_MINUS_CONSTANT_ALPHA
#ifndef GL_BLEND_COLOR
#define GL_BLEND_COLOR 0x8005
#endif //GL_BLEND_COLOR
#ifndef GL_FUNC_ADD
#define GL_FUNC_ADD 0x8006
#endif //GL_FUNC_ADD
#ifndef GL_MIN
#define GL_MIN 0x8007
#endif //GL_MIN
#ifndef GL_MAX
#define GL_MAX 0x8008
#endif //GL_MAX
#ifndef GL_BLEND_EQUATION
#define GL_BLEND_EQUATION 0x8009
#endif //GL_BLEND_EQUATION
#ifndef GL_BLEND_EQUATION_RGB
#define GL_BLEND_EQUATION_RGB 0x8009
#endif //GL_BLEND_EQUATION_RGB
#ifndef GL_FUNC_SUBTRACT
#define GL_FUNC_SUBTRACT 0x800A
#endif //GL_FUNC_SUBTRACT
#ifndef GL_FUNC_REVERSE_SUBTRACT
#define GL_FUNC_REVERSE_SUBTRACT 0x800B
#endif //GL_FUNC_REVERSE_SUBTRACT
#ifndef GL_UNSIGNED_SHORT_4_4_4_4
#define GL_UNSIGNED_SHORT_4_4_4_4 0x8033
#endif //GL_UNSIGNED_SHORT_4_4_4_4
#ifndef GL_UNSIGNED_SHORT_5_5_5_1
#define GL_UNSIGNED_SHORT_5_5_5_1 0x8034
#endif //GL_UNSIGNED_SHORT_5_5_5_1
#ifndef GL_POLYGON_OFFSET_FILL
#define GL_POLYGON_OFFSET_FILL 0x8037
#endif //GL_POLYGON_OFFSET_FILL
#ifndef GL_POLYGON_OFFSET_FACTOR
#define GL_POLYGON_OFFSET_FACTOR 0x8038
#endif //GL_POLYGON_OFFSET_FACTOR
#ifndef GL_RGB8
#define GL_RGB8 0x8051
#endif //GL_RGB8
#ifndef GL_RGBA4
#define GL_RGBA4 0x8056
#endif //GL_RGBA4
#ifndef GL_RGB5_A1
#define GL_RGB5_A1 0x8057
#endif //GL_RGB5_A1
#ifndef GL_RGBA8
#define GL_RGBA8 0x8058
#endif //GL_RGBA8
#ifndef GL_RGB10_A2
#define GL_RGB10_A2 0x8059
#endif //GL_RGB10_A2
#ifndef GL_TEXTURE_RED_SIZE
#define GL_TEXTURE_RED_SIZE 0x805C
#endif //GL_TEXTURE_RED_SIZE
#ifndef GL_TEXTURE_GREEN_SIZE
#define GL_TEXTURE_GREEN_SIZE 0x805D
#endif //GL_TEXTURE_GREEN_SIZE
#ifndef GL_TEXTURE_BLUE_SIZE
#define GL_TEXTURE_BLUE_SIZE 0x805E
#endif //GL_TEXTURE_BLUE_SIZE
#ifndef GL_TEXTURE_ALPHA_SIZE
#define GL_TEXTURE_ALPHA_SIZE 0x805F
#endif //GL_TEXTURE_ALPHA_SIZE
#ifndef GL_TEXTURE_BINDING_2D
#define GL_TEXTURE_BINDING_2D 0x8069
#endif //GL_TEXTURE_BINDING_2D
#ifndef GL_TEXTURE_BINDING_3D
#define GL_TEXTURE_BINDING_3D 0x806A
#endif //GL_TEXTURE_BINDING_3D
#ifndef GL_UNPACK_SKIP_IMAGES
#define GL_UNPACK_SKIP_IMAGES 0x806D
#endif //GL_UNPACK_SKIP_IMAGES
#ifndef GL_UNPACK_IMAGE_HEIGHT
#define GL_UNPACK_IMAGE_HEIGHT 0x806E
#endif //GL_UNPACK_IMAGE_HEIGHT
#ifndef GL_TEXTURE_3D
#define GL_TEXTURE_3D 0x806F
#endif //GL_TEXTURE_3D
#ifndef GL_TEXTURE_DEPTH
#define GL_TEXTURE_DEPTH 0x8071
#endif //GL_TEXTURE_DEPTH
#ifndef GL_TEXTURE_WRAP_R
#define GL_TEXTURE_WRAP_R 0x8072
#endif //GL_TEXTURE_WRAP_R
#ifndef GL_MAX_3D_TEXTURE_SIZE
#define GL_MAX_3D_TEXTURE_SIZE 0x8073
#endif //GL_MAX_3D_TEXTURE_SIZE
#ifndef GL_SAMPLE_ALPHA_TO_COVERAGE
#define GL_SAMPLE_ALPHA_TO_COVERAGE 0x809E
#endif //GL_SAMPLE_ALPHA_TO_COVERAGE
#ifndef GL_SAMPLE_COVERAGE
#define GL_SAMPLE_COVERAGE 0x80A0
#endif //GL_SAMPLE_COVERAGE
#ifndef GL_SAMPLE_BUFFERS
#define GL_SAMPLE_BUFFERS 0x80A8
#endif //GL_SAMPLE_BUFFERS
#ifndef GL_SAMPLES
#define GL_SAMPLES 0x80A9
#endif //GL_SAMPLES
#ifndef GL_SAMPLE_COVERAGE_VALUE
#define GL_SAMPLE_COVERAGE_VALUE 0x80AA
#endif //GL_SAMPLE_COVERAGE_VALUE
#ifndef GL_SAMPLE_COVERAGE_INVERT
#define GL_SAMPLE_COVERAGE_INVERT 0x80AB
#endif //GL_SAMPLE_COVERAGE_INVERT
#ifndef GL_BLEND_DST_RGB
#define GL_BLEND_DST_RGB 0x80C8
#endif //GL_BLEND_DST_RGB
#ifndef GL_BLEND_SRC_RGB
#define GL_BLEND_SRC_RGB 0x80C9
#endif //GL_BLEND_SRC_RGB
#ifndef GL_BLEND_DST_ALPHA
#define GL_BLEND_DST_ALPHA 0x80CA
#endif //GL_BLEND_DST_ALPHA
#ifndef GL_BLEND_SRC_ALPHA
#define GL_BLEND_SRC_ALPHA 0x80CB
#endif //GL_BLEND_SRC_ALPHA
#ifndef GL_MAX_ELEMENTS_VERTICES
#define GL_MAX_ELEMENTS_VERTICES 0x80E8
#endif //GL_MAX_ELEMENTS_VERTICES
#ifndef GL_MAX_ELEMENTS_INDICES
#define GL_MAX_ELEMENTS_INDICES 0x80E9
#endif //GL_MAX_ELEMENTS_INDICES
#ifndef GL_CLAMP_TO_EDGE
#define GL_CLAMP_TO_EDGE 0x812F
#endif //GL_CLAMP_TO_EDGE
#ifndef GL_TEXTURE_MIN_LOD
#define GL_TEXTURE_MIN_LOD 0x813A
#endif //GL_TEXTURE_MIN_LOD
#ifndef GL_TEXTURE_MAX_LOD
#define GL_TEXTURE_MAX_LOD 0x813B
#endif //GL_TEXTURE_MAX_LOD
#ifndef GL_TEXTURE_BASE_LEVEL
#define GL_TEXTURE_BASE_LEVEL 0x813C
#endif //GL_TEXTURE_BASE_LEVEL
#ifndef GL_TEXTURE_MAX_LEVEL
#define GL_TEXTURE_MAX_LEVEL 0x813D
#endif //GL_TEXTURE_MAX_LEVEL
#ifndef GL_GENERATE_MIPMAP_HINT
#define GL_GENERATE_MIPMAP_HINT 0x8192
#endif //GL_GENERATE_MIPMAP_HINT
#ifndef GL_DEPTH_COMPONENT16
#define GL_DEPTH_COMPONENT16 0x81A5
#endif //GL_DEPTH_COMPONENT16
#ifndef GL_DEPTH_COMPONENT24
#define GL_DEPTH_COMPONENT24 0x81A6
#endif //GL_DEPTH_COMPONENT24
#ifndef GL_FRAMEBUFFER_ATTACHMENT_COLOR_ENCODING
#define GL_FRAMEBUFFER_ATTACHMENT_COLOR_ENCODING 0x8210
#endif //GL_FRAMEBUFFER_ATTACHMENT_COLOR_ENCODING
#ifndef GL_FRAMEBUFFER_ATTACHMENT_COMPONENT_TYPE
#define GL_FRAMEBUFFER_ATTACHMENT_COMPONENT_TYPE 0x8211
#endif //GL_FRAMEBUFFER_ATTACHMENT_COMPONENT_TYPE
#ifndef GL_FRAMEBUFFER_ATTACHMENT_RED_SIZE
#define GL_FRAMEBUFFER_ATTACHMENT_RED_SIZE 0x8212
#endif //GL_FRAMEBUFFER_ATTACHMENT_RED_SIZE
#ifndef GL_FRAMEBUFFER_ATTACHMENT_GREEN_SIZE
#define GL_FRAMEBUFFER_ATTACHMENT_GREEN_SIZE 0x8213
#endif //GL_FRAMEBUFFER_ATTACHMENT_GREEN_SIZE
#ifndef GL_FRAMEBUFFER_ATTACHMENT_BLUE_SIZE
#define GL_FRAMEBUFFER_ATTACHMENT_BLUE_SIZE 0x8214
#endif //GL_FRAMEBUFFER_ATTACHMENT_BLUE_SIZE
#ifndef GL_FRAMEBUFFER_ATTACHMENT_ALPHA_SIZE
#define GL_FRAMEBUFFER_ATTACHMENT_ALPHA_SIZE 0x8215
#endif //GL_FRAMEBUFFER_ATTACHMENT_ALPHA_SIZE
#ifndef GL_FRAMEBUFFER_ATTACHMENT_DEPTH_SIZE
#define GL_FRAMEBUFFER_ATTACHMENT_DEPTH_SIZE 0x8216
#endif //GL_FRAMEBUFFER_ATTACHMENT_DEPTH_SIZE
#ifndef GL_FRAMEBUFFER_ATTACHMENT_STENCIL_SIZE
#define GL_FRAMEBUFFER_ATTACHMENT_STENCIL_SIZE 0x8217
#endif //GL_FRAMEBUFFER_ATTACHMENT_STENCIL_SIZE
#ifndef GL_FRAMEBUFFER_DEFAULT
#define GL_FRAMEBUFFER_DEFAULT 0x8218
#endif //GL_FRAMEBUFFER_DEFAULT
#ifndef GL_FRAMEBUFFER_UNDEFINED
#define GL_FRAMEBUFFER_UNDEFINED 0x8219
#endif //GL_FRAMEBUFFER_UNDEFINED
#ifndef GL_DEPTH_STENCIL_ATTACHMENT
#define GL_DEPTH_STENCIL_ATTACHMENT 0x821A
#endif //GL_DEPTH_STENCIL_ATTACHMENT
#ifndef GL_MAJOR_VERSION
#define GL_MAJOR_VERSION 0x821B
#endif //GL_MAJOR_VERSION
#ifndef GL_MINOR_VERSION
#define GL_MINOR_VERSION 0x821C
#endif //GL_MINOR_VERSION
#ifndef GL_NUM_EXTENSIONS
#define GL_NUM_EXTENSIONS 0x821D
#endif //GL_NUM_EXTENSIONS
#ifndef GL_RG
#define GL_RG 0x8227
#endif //GL_RG
#ifndef GL_RG_INTEGER
#define GL_RG_INTEGER 0x8228
#endif //GL_RG_INTEGER
#ifndef GL_R8
#define GL_R8 0x8229
#endif //GL_R8
#ifndef GL_RG8
#define GL_RG8 0x822B
#endif //GL_RG8
#ifndef GL_R16F
#define GL_R16F 0x822D
#endif //GL_R16F
#ifndef GL_R32F
#define GL_R32F 0x822E
#endif //GL_R32F
#ifndef GL_RG16F
#define GL_RG16F 0x822F
#endif //GL_RG16F
#ifndef GL_RG32F
#define GL_RG32F 0x8230
#endif //GL_RG32F
#ifndef GL_R8I
#define GL_R8I 0x8231
#endif //GL_R8I
#ifndef GL_R8UI
#define GL_R8UI 0x8232
#endif //GL_R8UI
#ifndef GL_R16I
#define GL_R16I 0x8233
#endif //GL_R16I
#ifndef GL_R16UI
#define GL_R16UI 0x8234
#endif //GL_R16UI
#ifndef GL_R32I
#define GL_R32I 0x8235
#endif //GL_R32I
#ifndef GL_R32UI
#define GL_R32UI 0x8236
#endif //GL_R32UI
#ifndef GL_RG8I
#define GL_RG8I 0x8237
#endif //GL_RG8I
#ifndef GL_RG8UI
#define GL_RG8UI 0x8238
#endif //GL_RG8UI
#ifndef GL_RG16I
#define GL_RG16I 0x8239
#endif //GL_RG16I
#ifndef GL_RG16UI
#define GL_RG16UI 0x823A
#endif //GL_RG16UI
#ifndef GL_RG32I
#define GL_RG32I 0x823B
#endif //GL_RG32I
#ifndef GL_RG32UI
#define GL_RG32UI 0x823C
#endif //GL_RG32UI
#ifndef GL_PROGRAM_BINARY_RETRIEVABLE_HINT
#define GL_PROGRAM_BINARY_RETRIEVABLE_HINT 0x8257
#endif //GL_PROGRAM_BINARY_RETRIEVABLE_HINT
#ifndef GL_PROGRAM_SEPARABLE
#define GL_PROGRAM_SEPARABLE 0x8258
#endif //GL_PROGRAM_SEPARABLE
#ifndef GL_ACTIVE_PROGRAM
#define GL_ACTIVE_PROGRAM 0x8259
#endif //GL_ACTIVE_PROGRAM
#ifndef GL_PROGRAM_PIPELINE_BINDING
#define GL_PROGRAM_PIPELINE_BINDING 0x825A
#endif //GL_PROGRAM_PIPELINE_BINDING
#ifndef GL_MAX_COMPUTE_SHARED_MEMORY_SIZE
#define GL_MAX_COMPUTE_SHARED_MEMORY_SIZE 0x8262
#endif //GL_MAX_COMPUTE_SHARED_MEMORY_SIZE
#ifndef GL_MAX_COMPUTE_UNIFORM_COMPONENTS
#define GL_MAX_COMPUTE_UNIFORM_COMPONENTS 0x8263
#endif //GL_MAX_COMPUTE_UNIFORM_COMPONENTS
#ifndef GL_MAX_COMPUTE_ATOMIC_COUNTER_BUFFERS
#define GL_MAX_COMPUTE_ATOMIC_COUNTER_BUFFERS 0x8264
#endif //GL_MAX_COMPUTE_ATOMIC_COUNTER_BUFFERS
#ifndef GL_MAX_COMPUTE_ATOMIC_COUNTERS
#define GL_MAX_COMPUTE_ATOMIC_COUNTERS 0x8265
#endif //GL_MAX_COMPUTE_ATOMIC_COUNTERS
#ifndef GL_MAX_COMBINED_COMPUTE_UNIFORM_COMPONENTS
#define GL_MAX_COMBINED_COMPUTE_UNIFORM_COMPONENTS 0x8266
#endif //GL_MAX_COMBINED_COMPUTE_UNIFORM_COMPONENTS
#ifndef GL_COMPUTE_WORK_GROUP_SIZE
#define GL_COMPUTE_WORK_GROUP_SIZE 0x8267
#endif //GL_COMPUTE_WORK_GROUP_SIZE
#ifndef GL_MAX_UNIFORM_LOCATIONS
#define GL_MAX_UNIFORM_LOCATIONS 0x826E
#endif //GL_MAX_UNIFORM_LOCATIONS
#ifndef GL_VERTEX_ATTRIB_BINDING
#define GL_VERTEX_ATTRIB_BINDING 0x82D4
#endif //GL_VERTEX_ATTRIB_BINDING
#ifndef GL_VERTEX_ATTRIB_RELATIVE_OFFSET
#define GL_VERTEX_ATTRIB_RELATIVE_OFFSET 0x82D5
#endif //GL_VERTEX_ATTRIB_RELATIVE_OFFSET
#ifndef GL_VERTEX_BINDING_DIVISOR
#define GL_VERTEX_BINDING_DIVISOR 0x82D6
#endif //GL_VERTEX_BINDING_DIVISOR
#ifndef GL_VERTEX_BINDING_OFFSET
#define GL_VERTEX_BINDING_OFFSET 0x82D7
#endif //GL_VERTEX_BINDING_OFFSET
#ifndef GL_VERTEX_BINDING_STRIDE
#define GL_VERTEX_BINDING_STRIDE 0x82D8
#endif //GL_VERTEX_BINDING_STRIDE
#ifndef GL_MAX_VERTEX_ATTRIB_RELATIVE_OFFSET
#define GL_MAX_VERTEX_ATTRIB_RELATIVE_OFFSET 0x82D9
#endif //GL_MAX_VERTEX_ATTRIB_RELATIVE_OFFSET
#ifndef GL_MAX_VERTEX_ATTRIB_BINDINGS
#define GL_MAX_VERTEX_ATTRIB_BINDINGS 0x82DA
#endif //GL_MAX_VERTEX_ATTRIB_BINDINGS
#ifndef GL_TEXTURE_IMMUTABLE_LEVELS
#define GL_TEXTURE_IMMUTABLE_LEVELS 0x82DF
#endif //GL_TEXTURE_IMMUTABLE_LEVELS
#ifndef GL_MAX_VERTEX_ATTRIB_STRIDE
#define GL_MAX_VERTEX_ATTRIB_STRIDE 0x82E5
#endif //GL_MAX_VERTEX_ATTRIB_STRIDE
#ifndef GL_UNSIGNED_SHORT_5_6_5
#define GL_UNSIGNED_SHORT_5_6_5 0x8363
#endif //GL_UNSIGNED_SHORT_5_6_5
#ifndef GL_UNSIGNED_INT_2_10_10_10_REV
#define GL_UNSIGNED_INT_2_10_10_10_REV 0x8368
#endif //GL_UNSIGNED_INT_2_10_10_10_REV
#ifndef GL_MIRRORED_REPEAT
#define GL_MIRRORED_REPEAT 0x8370
#endif //GL_MIRRORED_REPEAT
#ifndef GL_ALIASED_POINT_SIZE_RANGE
#define GL_ALIASED_POINT_SIZE_RANGE 0x846D
#endif //GL_ALIASED_POINT_SIZE_RANGE
#ifndef GL_ALIASED_LINE_WIDTH_RANGE
#define GL_ALIASED_LINE_WIDTH_RANGE 0x846E
#endif //GL_ALIASED_LINE_WIDTH_RANGE
#ifndef GL_TEXTURE0
#define GL_TEXTURE0 0x84C0
#endif //GL_TEXTURE0
#ifndef GL_TEXTURE1
#define GL_TEXTURE1 0x84C1
#endif //GL_TEXTURE1
#ifndef GL_TEXTURE2
#define GL_TEXTURE2 0x84C2
#endif //GL_TEXTURE2
#ifndef GL_TEXTURE3
#define GL_TEXTURE3 0x84C3
#endif //GL_TEXTURE3
#ifndef GL_TEXTURE4
#define GL_TEXTURE4 0x84C4
#endif //GL_TEXTURE4
#ifndef GL_TEXTURE5
#define GL_TEXTURE5 0x84C5
#endif //GL_TEXTURE5
#ifndef GL_TEXTURE6
#define GL_TEXTURE6 0x84C6
#endif //GL_TEXTURE6
#ifndef GL_TEXTURE7
#define GL_TEXTURE7 0x84C7
#endif //GL_TEXTURE7
#ifndef GL_TEXTURE8
#define GL_TEXTURE8 0x84C8
#endif //GL_TEXTURE8
#ifndef GL_TEXTURE9
#define GL_TEXTURE9 0x84C9
#endif //GL_TEXTURE9
#ifndef GL_TEXTURE10
#define GL_TEXTURE10 0x84CA
#endif //GL_TEXTURE10
#ifndef GL_TEXTURE11
#define GL_TEXTURE11 0x84CB
#endif //GL_TEXTURE11
#ifndef GL_TEXTURE12
#define GL_TEXTURE12 0x84CC
#endif //GL_TEXTURE12
#ifndef GL_TEXTURE13
#define GL_TEXTURE13 0x84CD
#endif //GL_TEXTURE13
#ifndef GL_TEXTURE14
#define GL_TEXTURE14 0x84CE
#endif //GL_TEXTURE14
#ifndef GL_TEXTURE15
#define GL_TEXTURE15 0x84CF
#endif //GL_TEXTURE15
#ifndef GL_TEXTURE16
#define GL_TEXTURE16 0x84D0
#endif //GL_TEXTURE16
#ifndef GL_TEXTURE17
#define GL_TEXTURE17 0x84D1
#endif //GL_TEXTURE17
#ifndef GL_TEXTURE18
#define GL_TEXTURE18 0x84D2
#endif //GL_TEXTURE18
#ifndef GL_TEXTURE19
#define GL_TEXTURE19 0x84D3
#endif //GL_TEXTURE19
#ifndef GL_TEXTURE20
#define GL_TEXTURE20 0x84D4
#endif //GL_TEXTURE20
#ifndef GL_TEXTURE21
#define GL_TEXTURE21 0x84D5
#endif //GL_TEXTURE21
#ifndef GL_TEXTURE22
#define GL_TEXTURE22 0x84D6
#endif //GL_TEXTURE22
#ifndef GL_TEXTURE23
#define GL_TEXTURE23 0x84D7
#endif //GL_TEXTURE23
#ifndef GL_TEXTURE24
#define GL_TEXTURE24 0x84D8
#endif //GL_TEXTURE24
#ifndef GL_TEXTURE25
#define GL_TEXTURE25 0x84D9
#endif //GL_TEXTURE25
#ifndef GL_TEXTURE26
#define GL_TEXTURE26 0x84DA
#endif //GL_TEXTURE26
#ifndef GL_TEXTURE27
#define GL_TEXTURE27 0x84DB
#endif //GL_TEXTURE27
#ifndef GL_TEXTURE28
#define GL_TEXTURE28 0x84DC
#endif //GL_TEXTURE28
#ifndef GL_TEXTURE29
#define GL_TEXTURE29 0x84DD
#endif //GL_TEXTURE29
#ifndef GL_TEXTURE30
#define GL_TEXTURE30 0x84DE
#endif //GL_TEXTURE30
#ifndef GL_TEXTURE31
#define GL_TEXTURE31 0x84DF
#endif //GL_TEXTURE31
#ifndef GL_ACTIVE_TEXTURE
#define GL_ACTIVE_TEXTURE 0x84E0
#endif //GL_ACTIVE_TEXTURE
#ifndef GL_MAX_RENDERBUFFER_SIZE
#define GL_MAX_RENDERBUFFER_SIZE 0x84E8
#endif //GL_MAX_RENDERBUFFER_SIZE
#ifndef GL_DEPTH_STENCIL
#define GL_DEPTH_STENCIL 0x84F9
#endif //GL_DEPTH_STENCIL
#ifndef GL_UNSIGNED_INT_24_8
#define GL_UNSIGNED_INT_24_8 0x84FA
#endif //GL_UNSIGNED_INT_24_8
#ifndef GL_MAX_TEXTURE_LOD_BIAS
#define GL_MAX_TEXTURE_LOD_BIAS 0x84FD
#endif //GL_MAX_TEXTURE_LOD_BIAS
#ifndef GL_INCR_WRAP
#define GL_INCR_WRAP 0x8507
#endif //GL_INCR_WRAP
#ifndef GL_DECR_WRAP
#define GL_DECR_WRAP 0x8508
#endif //GL_DECR_WRAP
#ifndef GL_TEXTURE_CUBE_MAP
#define GL_TEXTURE_CUBE_MAP 0x8513
#endif //GL_TEXTURE_CUBE_MAP
#ifndef GL_TEXTURE_BINDING_CUBE_MAP
#define GL_TEXTURE_BINDING_CUBE_MAP 0x8514
#endif //GL_TEXTURE_BINDING_CUBE_MAP
#ifndef GL_TEXTURE_CUBE_MAP_POSITIVE_X
#define GL_TEXTURE_CUBE_MAP_POSITIVE_X 0x8515
#endif //GL_TEXTURE_CUBE_MAP_POSITIVE_X
#ifndef GL_TEXTURE_CUBE_MAP_NEGATIVE_X
#define GL_TEXTURE_CUBE_MAP_NEGATIVE_X 0x8516
#endif //GL_TEXTURE_CUBE_MAP_NEGATIVE_X
#ifndef GL_TEXTURE_CUBE_MAP_POSITIVE_Y
#define GL_TEXTURE_CUBE_MAP_POSITIVE_Y 0x8517
#endif //GL_TEXTURE_CUBE_MAP_POSITIVE_Y
#ifndef GL_TEXTURE_CUBE_MAP_NEGATIVE_Y
#define GL_TEXTURE_CUBE_MAP_NEGATIVE_Y 0x8518
#endif //GL_TEXTURE_CUBE_MAP_NEGATIVE_Y
#ifndef GL_TEXTURE_CUBE_MAP_POSITIVE_Z
#define GL_TEXTURE_CUBE_MAP_POSITIVE_Z 0x8519
#endif //GL_TEXTURE_CUBE_MAP_POSITIVE_Z
#ifndef GL_TEXTURE_CUBE_MAP_NEGATIVE_Z
#define GL_TEXTURE_CUBE_MAP_NEGATIVE_Z 0x851A
#endif //GL_TEXTURE_CUBE_MAP_NEGATIVE_Z
#ifndef GL_MAX_CUBE_MAP_TEXTURE_SIZE
#define GL_MAX_CUBE_MAP_TEXTURE_SIZE 0x851C
#endif //GL_MAX_CUBE_MAP_TEXTURE_SIZE
#ifndef GL_VERTEX_ARRAY_BINDING
#define GL_VERTEX_ARRAY_BINDING 0x85B5
#endif //GL_VERTEX_ARRAY_BINDING
#ifndef GL_VERTEX_ATTRIB_ARRAY_ENABLED
#define GL_VERTEX_ATTRIB_ARRAY_ENABLED 0x8622
#endif //GL_VERTEX_ATTRIB_ARRAY_ENABLED
#ifndef GL_VERTEX_ATTRIB_ARRAY_SIZE
#define GL_VERTEX_ATTRIB_ARRAY_SIZE 0x8623
#endif //GL_VERTEX_ATTRIB_ARRAY_SIZE
#ifndef GL_VERTEX_ATTRIB_ARRAY_STRIDE
#define GL_VERTEX_ATTRIB_ARRAY_STRIDE 0x8624
#endif //GL_VERTEX_ATTRIB_ARRAY_STRIDE
#ifndef GL_VERTEX_ATTRIB_ARRAY_TYPE
#define GL_VERTEX_ATTRIB_ARRAY_TYPE 0x8625
#endif //GL_VERTEX_ATTRIB_ARRAY_TYPE
#ifndef GL_CURRENT_VERTEX_ATTRIB
#define GL_CURRENT_VERTEX_ATTRIB 0x8626
#endif //GL_CURRENT_VERTEX_ATTRIB
#ifndef GL_VERTEX_ATTRIB_ARRAY_POINTER
#define GL_VERTEX_ATTRIB_ARRAY_POINTER 0x8645
#endif //GL_VERTEX_ATTRIB_ARRAY_POINTER
#ifndef GL_TEXTURE_COMPRESSED
#define GL_TEXTURE_COMPRESSED 0x86A1
#endif //GL_TEXTURE_COMPRESSED
#ifndef GL_NUM_COMPRESSED_TEXTURE_FORMATS
#define GL_NUM_COMPRESSED_TEXTURE_FORMATS 0x86A2
#endif //GL_NUM_COMPRESSED_TEXTURE_FORMATS
#ifndef GL_COMPRESSED_TEXTURE_FORMATS
#define GL_COMPRESSED_TEXTURE_FORMATS 0x86A3
#endif //GL_COMPRESSED_TEXTURE_FORMATS
#ifndef GL_PROGRAM_BINARY_LENGTH
#define GL_PROGRAM_BINARY_LENGTH 0x8741
#endif //GL_PROGRAM_BINARY_LENGTH
#ifndef GL_BUFFER_SIZE
#define GL_BUFFER_SIZE 0x8764
#endif //GL_BUFFER_SIZE
#ifndef GL_BUFFER_USAGE
#define GL_BUFFER_USAGE 0x8765
#endif //GL_BUFFER_USAGE
#ifndef GL_NUM_PROGRAM_BINARY_FORMATS
#define GL_NUM_PROGRAM_BINARY_FORMATS 0x87FE
#endif //GL_NUM_PROGRAM_BINARY_FORMATS
#ifndef GL_PROGRAM_BINARY_FORMATS
#define GL_PROGRAM_BINARY_FORMATS 0x87FF
#endif //GL_PROGRAM_BINARY_FORMATS
#ifndef GL_STENCIL_BACK_FUNC
#define GL_STENCIL_BACK_FUNC 0x8800
#endif //GL_STENCIL_BACK_FUNC
#ifndef GL_STENCIL_BACK_FAIL
#define GL_STENCIL_BACK_FAIL 0x8801
#endif //GL_STENCIL_BACK_FAIL
#ifndef GL_STENCIL_BACK_PASS_DEPTH_FAIL
#define GL_STENCIL_BACK_PASS_DEPTH_FAIL 0x8802
#endif //GL_STENCIL_BACK_PASS_DEPTH_FAIL
#ifndef GL_STENCIL_BACK_PASS_DEPTH_PASS
#define GL_STENCIL_BACK_PASS_DEPTH_PASS 0x8803
#endif //GL_STENCIL_BACK_PASS_DEPTH_PASS
#ifndef GL_RGBA32F
#define GL_RGBA32F 0x8814
#endif //GL_RGBA32F
#ifndef GL_RGB32F
#define GL_RGB32F 0x8815
#endif //GL_RGB32F
#ifndef GL_RGBA16F
#define GL_RGBA16F 0x881A
#endif //GL_RGBA16F
#ifndef GL_RGB16F
#define GL_RGB16F 0x881B
#endif //GL_RGB16F
#ifndef GL_MAX_DRAW_BUFFERS
#define GL_MAX_DRAW_BUFFERS 0x8824
#endif //GL_MAX_DRAW_BUFFERS
#ifndef GL_DRAW_BUFFER0
#define GL_DRAW_BUFFER0 0x8825
#endif //GL_DRAW_BUFFER0
#ifndef GL_DRAW_BUFFER1
#define GL_DRAW_BUFFER1 0x8826
#endif //GL_DRAW_BUFFER1
#ifndef GL_DRAW_BUFFER2
#define GL_DRAW_BUFFER2 0x8827
#endif //GL_DRAW_BUFFER2
#ifndef GL_DRAW_BUFFER3
#define GL_DRAW_BUFFER3 0x8828
#endif //GL_DRAW_BUFFER3
#ifndef GL_DRAW_BUFFER4
#define GL_DRAW_BUFFER4 0x8829
#endif //GL_DRAW_BUFFER4
#ifndef GL_DRAW_BUFFER5
#define GL_DRAW_BUFFER5 0x882A
#endif //GL_DRAW_BUFFER5
#ifndef GL_DRAW_BUFFER6
#define GL_DRAW_BUFFER6 0x882B
#endif //GL_DRAW_BUFFER6
#ifndef GL_DRAW_BUFFER7
#define GL_DRAW_BUFFER7 0x882C
#endif //GL_DRAW_BUFFER7
#ifndef GL_DRAW_BUFFER8
#define GL_DRAW_BUFFER8 0x882D
#endif //GL_DRAW_BUFFER8
#ifndef GL_DRAW_BUFFER9
#define GL_DRAW_BUFFER9 0x882E
#endif //GL_DRAW_BUFFER9
#ifndef GL_DRAW_BUFFER10
#define GL_DRAW_BUFFER10 0x882F
#endif //GL_DRAW_BUFFER10
#ifndef GL_DRAW_BUFFER11
#define GL_DRAW_BUFFER11 0x8830
#endif //GL_DRAW_BUFFER11
#ifndef GL_DRAW_BUFFER12
#define GL_DRAW_BUFFER12 0x8831
#endif //GL_DRAW_BUFFER12
#ifndef GL_DRAW_BUFFER13
#define GL_DRAW_BUFFER13 0x8832
#endif //GL_DRAW_BUFFER13
#ifndef GL_DRAW_BUFFER14
#define GL_DRAW_BUFFER14 0x8833
#endif //GL_DRAW_BUFFER14
#ifndef GL_DRAW_BUFFER15
#define GL_DRAW_BUFFER15 0x8834
#endif //GL_DRAW_BUFFER15
#ifndef GL_BLEND_EQUATION_ALPHA
#define GL_BLEND_EQUATION_ALPHA 0x883D
#endif //GL_BLEND_EQUATION_ALPHA
#ifndef GL_TEXTURE_DEPTH_SIZE
#define GL_TEXTURE_DEPTH_SIZE 0x884A
#endif //GL_TEXTURE_DEPTH_SIZE
#ifndef GL_TEXTURE_COMPARE_MODE
#define GL_TEXTURE_COMPARE_MODE 0x884C
#endif //GL_TEXTURE_COMPARE_MODE
#ifndef GL_TEXTURE_COMPARE_FUNC
#define GL_TEXTURE_COMPARE_FUNC 0x884D
#endif //GL_TEXTURE_COMPARE_FUNC
#ifndef GL_COMPARE_REF_TO_TEXTURE
#define GL_COMPARE_REF_TO_TEXTURE 0x884E
#endif //GL_COMPARE_REF_TO_TEXTURE
#ifndef GL_CURRENT_QUERY
#define GL_CURRENT_QUERY 0x8865
#endif //GL_CURRENT_QUERY
#ifndef GL_QUERY_RESULT
#define GL_QUERY_RESULT 0x8866
#endif //GL_QUERY_RESULT
#ifndef GL_QUERY_RESULT_AVAILABLE
#define GL_QUERY_RESULT_AVAILABLE 0x8867
#endif //GL_QUERY_RESULT_AVAILABLE
#ifndef GL_MAX_VERTEX_ATTRIBS
#define GL_MAX_VERTEX_ATTRIBS 0x8869
#endif //GL_MAX_VERTEX_ATTRIBS
#ifndef GL_VERTEX_ATTRIB_ARRAY_NORMALIZED
#define GL_VERTEX_ATTRIB_ARRAY_NORMALIZED 0x886A
#endif //GL_VERTEX_ATTRIB_ARRAY_NORMALIZED
#ifndef GL_MAX_TEXTURE_IMAGE_UNITS
#define GL_MAX_TEXTURE_IMAGE_UNITS 0x8872
#endif //GL_MAX_TEXTURE_IMAGE_UNITS
#ifndef GL_ARRAY_BUFFER
#define GL_ARRAY_BUFFER 0x8892
#endif //GL_ARRAY_BUFFER
#ifndef GL_ELEMENT_ARRAY_BUFFER
#define GL_ELEMENT_ARRAY_BUFFER 0x8893
#endif //GL_ELEMENT_ARRAY_BUFFER
#ifndef GL_ARRAY_BUFFER_BINDING
#define GL_ARRAY_BUFFER_BINDING 0x8894
#endif //GL_ARRAY_BUFFER_BINDING
#ifndef GL_ELEMENT_ARRAY_BUFFER_BINDING
#define GL_ELEMENT_ARRAY_BUFFER_BINDING 0x8895
#endif //GL_ELEMENT_ARRAY_BUFFER_BINDING
#ifndef GL_VERTEX_ATTRIB_ARRAY_BUFFER_BINDING
#define GL_VERTEX_ATTRIB_ARRAY_BUFFER_BINDING 0x889F
#endif //GL_VERTEX_ATTRIB_ARRAY_BUFFER_BINDING
#ifndef GL_READ_ONLY
#define GL_READ_ONLY 0x88B8
#endif //GL_READ_ONLY
#ifndef GL_WRITE_ONLY
#define GL_WRITE_ONLY 0x88B9
#endif //GL_WRITE_ONLY
#ifndef GL_READ_WRITE
#define GL_READ_WRITE 0x88BA
#endif //GL_READ_WRITE
#ifndef GL_BUFFER_MAPPED
#define GL_BUFFER_MAPPED 0x88BC
#endif //GL_BUFFER_MAPPED
#ifndef GL_BUFFER_MAP_POINTER
#define GL_BUFFER_MAP_POINTER 0x88BD
#endif //GL_BUFFER_MAP_POINTER
#ifndef GL_STREAM_DRAW
#define GL_STREAM_DRAW 0x88E0
#endif //GL_STREAM_DRAW
#ifndef GL_STREAM_READ
#define GL_STREAM_READ 0x88E1
#endif //GL_STREAM_READ
#ifndef GL_STREAM_COPY
#define GL_STREAM_COPY 0x88E2
#endif //GL_STREAM_COPY
#ifndef GL_STATIC_DRAW
#define GL_STATIC_DRAW 0x88E4
#endif //GL_STATIC_DRAW
#ifndef GL_STATIC_READ
#define GL_STATIC_READ 0x88E5
#endif //GL_STATIC_READ
#ifndef GL_STATIC_COPY
#define GL_STATIC_COPY 0x88E6
#endif //GL_STATIC_COPY
#ifndef GL_DYNAMIC_DRAW
#define GL_DYNAMIC_DRAW 0x88E8
#endif //GL_DYNAMIC_DRAW
#ifndef GL_DYNAMIC_READ
#define GL_DYNAMIC_READ 0x88E9
#endif //GL_DYNAMIC_READ
#ifndef GL_DYNAMIC_COPY
#define GL_DYNAMIC_COPY 0x88EA
#endif //GL_DYNAMIC_COPY
#ifndef GL_PIXEL_PACK_BUFFER
#define GL_PIXEL_PACK_BUFFER 0x88EB
#endif //GL_PIXEL_PACK_BUFFER
#ifndef GL_PIXEL_UNPACK_BUFFER
#define GL_PIXEL_UNPACK_BUFFER 0x88EC
#endif //GL_PIXEL_UNPACK_BUFFER
#ifndef GL_PIXEL_PACK_BUFFER_BINDING
#define GL_PIXEL_PACK_BUFFER_BINDING 0x88ED
#endif //GL_PIXEL_PACK_BUFFER_BINDING
#ifndef GL_PIXEL_UNPACK_BUFFER_BINDING
#define GL_PIXEL_UNPACK_BUFFER_BINDING 0x88EF
#endif //GL_PIXEL_UNPACK_BUFFER_BINDING
#ifndef GL_DEPTH24_STENCIL8
#define GL_DEPTH24_STENCIL8 0x88F0
#endif //GL_DEPTH24_STENCIL8
#ifndef GL_TEXTURE_STENCIL_SIZE
#define GL_TEXTURE_STENCIL_SIZE 0x88F1
#endif //GL_TEXTURE_STENCIL_SIZE
#ifndef GL_VERTEX_ATTRIB_ARRAY_INTEGER
#define GL_VERTEX_ATTRIB_ARRAY_INTEGER 0x88FD
#endif //GL_VERTEX_ATTRIB_ARRAY_INTEGER
#ifndef GL_VERTEX_ATTRIB_ARRAY_DIVISOR
#define GL_VERTEX_ATTRIB_ARRAY_DIVISOR 0x88FE
#endif //GL_VERTEX_ATTRIB_ARRAY_DIVISOR
#ifndef GL_MAX_ARRAY_TEXTURE_LAYERS
#define GL_MAX_ARRAY_TEXTURE_LAYERS 0x88FF
#endif //GL_MAX_ARRAY_TEXTURE_LAYERS
#ifndef GL_MIN_PROGRAM_TEXEL_OFFSET
#define GL_MIN_PROGRAM_TEXEL_OFFSET 0x8904
#endif //GL_MIN_PROGRAM_TEXEL_OFFSET
#ifndef GL_MAX_PROGRAM_TEXEL_OFFSET
#define GL_MAX_PROGRAM_TEXEL_OFFSET 0x8905
#endif //GL_MAX_PROGRAM_TEXEL_OFFSET
#ifndef GL_SAMPLER_BINDING
#define GL_SAMPLER_BINDING 0x8919
#endif //GL_SAMPLER_BINDING
#ifndef GL_UNIFORM_BUFFER
#define GL_UNIFORM_BUFFER 0x8A11
#endif //GL_UNIFORM_BUFFER
#ifndef GL_UNIFORM_BUFFER_BINDING
#define GL_UNIFORM_BUFFER_BINDING 0x8A28
#endif //GL_UNIFORM_BUFFER_BINDING
#ifndef GL_UNIFORM_BUFFER_START
#define GL_UNIFORM_BUFFER_START 0x8A29
#endif //GL_UNIFORM_BUFFER_START
#ifndef GL_UNIFORM_BUFFER_SIZE
#define GL_UNIFORM_BUFFER_SIZE 0x8A2A
#endif //GL_UNIFORM_BUFFER_SIZE
#ifndef GL_MAX_VERTEX_UNIFORM_BLOCKS
#define GL_MAX_VERTEX_UNIFORM_BLOCKS 0x8A2B
#endif //GL_MAX_VERTEX_UNIFORM_BLOCKS
#ifndef GL_MAX_FRAGMENT_UNIFORM_BLOCKS
#define GL_MAX_FRAGMENT_UNIFORM_BLOCKS 0x8A2D
#endif //GL_MAX_FRAGMENT_UNIFORM_BLOCKS
#ifndef GL_MAX_COMBINED_UNIFORM_BLOCKS
#define GL_MAX_COMBINED_UNIFORM_BLOCKS 0x8A2E
#endif //GL_MAX_COMBINED_UNIFORM_BLOCKS
#ifndef GL_MAX_UNIFORM_BUFFER_BINDINGS
#define GL_MAX_UNIFORM_BUFFER_BINDINGS 0x8A2F
#endif //GL_MAX_UNIFORM_BUFFER_BINDINGS
#ifndef GL_MAX_UNIFORM_BLOCK_SIZE
#define GL_MAX_UNIFORM_BLOCK_SIZE 0x8A30
#endif //GL_MAX_UNIFORM_BLOCK_SIZE
#ifndef GL_MAX_COMBINED_VERTEX_UNIFORM_COMPONENTS
#define GL_MAX_COMBINED_VERTEX_UNIFORM_COMPONENTS 0x8A31
#endif //GL_MAX_COMBINED_VERTEX_UNIFORM_COMPONENTS
#ifndef GL_MAX_COMBINED_FRAGMENT_UNIFORM_COMPONENTS
#define GL_MAX_COMBINED_FRAGMENT_UNIFORM_COMPONENTS 0x8A33
#endif //GL_MAX_COMBINED_FRAGMENT_UNIFORM_COMPONENTS
#ifndef GL_UNIFORM_BUFFER_OFFSET_ALIGNMENT
#define GL_UNIFORM_BUFFER_OFFSET_ALIGNMENT 0x8A34
#endif //GL_UNIFORM_BUFFER_OFFSET_ALIGNMENT
#ifndef GL_ACTIVE_UNIFORM_BLOCK_MAX_NAME_LENGTH
#define GL_ACTIVE_UNIFORM_BLOCK_MAX_NAME_LENGTH 0x8A35
#endif //GL_ACTIVE_UNIFORM_BLOCK_MAX_NAME_LENGTH
#ifndef GL_ACTIVE_UNIFORM_BLOCKS
#define GL_ACTIVE_UNIFORM_BLOCKS 0x8A36
#endif //GL_ACTIVE_UNIFORM_BLOCKS
#ifndef GL_UNIFORM_TYPE
#define GL_UNIFORM_TYPE 0x8A37
#endif //GL_UNIFORM_TYPE
#ifndef GL_UNIFORM_SIZE
#define GL_UNIFORM_SIZE 0x8A38
#endif //GL_UNIFORM_SIZE
#ifndef GL_UNIFORM_NAME_LENGTH
#define GL_UNIFORM_NAME_LENGTH 0x8A39
#endif //GL_UNIFORM_NAME_LENGTH
#ifndef GL_UNIFORM_BLOCK_INDEX
#define GL_UNIFORM_BLOCK_INDEX 0x8A3A
#endif //GL_UNIFORM_BLOCK_INDEX
#ifndef GL_UNIFORM_OFFSET
#define GL_UNIFORM_OFFSET 0x8A3B
#endif //GL_UNIFORM_OFFSET
#ifndef GL_UNIFORM_ARRAY_STRIDE
#define GL_UNIFORM_ARRAY_STRIDE 0x8A3C
#endif //GL_UNIFORM_ARRAY_STRIDE
#ifndef GL_UNIFORM_MATRIX_STRIDE
#define GL_UNIFORM_MATRIX_STRIDE 0x8A3D
#endif //GL_UNIFORM_MATRIX_STRIDE
#ifndef GL_UNIFORM_IS_ROW_MAJOR
#define GL_UNIFORM_IS_ROW_MAJOR 0x8A3E
#endif //GL_UNIFORM_IS_ROW_MAJOR
#ifndef GL_UNIFORM_BLOCK_BINDING
#define GL_UNIFORM_BLOCK_BINDING 0x8A3F
#endif //GL_UNIFORM_BLOCK_BINDING
#ifndef GL_UNIFORM_BLOCK_DATA_SIZE
#define GL_UNIFORM_BLOCK_DATA_SIZE 0x8A40
#endif //GL_UNIFORM_BLOCK_DATA_SIZE
#ifndef GL_UNIFORM_BLOCK_NAME_LENGTH
#define GL_UNIFORM_BLOCK_NAME_LENGTH 0x8A41
#endif //GL_UNIFORM_BLOCK_NAME_LENGTH
#ifndef GL_UNIFORM_BLOCK_ACTIVE_UNIFORMS
#define GL_UNIFORM_BLOCK_ACTIVE_UNIFORMS 0x8A42
#endif //GL_UNIFORM_BLOCK_ACTIVE_UNIFORMS
#ifndef GL_UNIFORM_BLOCK_ACTIVE_UNIFORM_INDICES
#define GL_UNIFORM_BLOCK_ACTIVE_UNIFORM_INDICES 0x8A43
#endif //GL_UNIFORM_BLOCK_ACTIVE_UNIFORM_INDICES
#ifndef GL_UNIFORM_BLOCK_REFERENCED_BY_VERTEX_SHADER
#define GL_UNIFORM_BLOCK_REFERENCED_BY_VERTEX_SHADER 0x8A44
#endif //GL_UNIFORM_BLOCK_REFERENCED_BY_VERTEX_SHADER
#ifndef GL_UNIFORM_BLOCK_REFERENCED_BY_FRAGMENT_SHADER
#define GL_UNIFORM_BLOCK_REFERENCED_BY_FRAGMENT_SHADER 0x8A46
#endif //GL_UNIFORM_BLOCK_REFERENCED_BY_FRAGMENT_SHADER
#ifndef GL_FRAGMENT_SHADER
#define GL_FRAGMENT_SHADER 0x8B30
#endif //GL_FRAGMENT_SHADER
#ifndef GL_VERTEX_SHADER
#define GL_VERTEX_SHADER 0x8B31
#endif //GL_VERTEX_SHADER
#ifndef GL_MAX_FRAGMENT_UNIFORM_COMPONENTS
#define GL_MAX_FRAGMENT_UNIFORM_COMPONENTS 0x8B49
#endif //GL_MAX_FRAGMENT_UNIFORM_COMPONENTS
#ifndef GL_MAX_VERTEX_UNIFORM_COMPONENTS
#define GL_MAX_VERTEX_UNIFORM_COMPONENTS 0x8B4A
#endif //GL_MAX_VERTEX_UNIFORM_COMPONENTS
#ifndef GL_MAX_VARYING_COMPONENTS
#define GL_MAX_VARYING_COMPONENTS 0x8B4B
#endif //GL_MAX_VARYING_COMPONENTS
#ifndef GL_MAX_VERTEX_TEXTURE_IMAGE_UNITS
#define GL_MAX_VERTEX_TEXTURE_IMAGE_UNITS 0x8B4C
#endif //GL_MAX_VERTEX_TEXTURE_IMAGE_UNITS
#ifndef GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS
#define GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS 0x8B4D
#endif //GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS
#ifndef GL_SHADER_TYPE
#define GL_SHADER_TYPE 0x8B4F
#endif //GL_SHADER_TYPE
#ifndef GL_FLOAT_VEC2
#define GL_FLOAT_VEC2 0x8B50
#endif //GL_FLOAT_VEC2
#ifndef GL_FLOAT_VEC3
#define GL_FLOAT_VEC3 0x8B51
#endif //GL_FLOAT_VEC3
#ifndef GL_FLOAT_VEC4
#define GL_FLOAT_VEC4 0x8B52
#endif //GL_FLOAT_VEC4
#ifndef GL_INT_VEC2
#define GL_INT_VEC2 0x8B53
#endif //GL_INT_VEC2
#ifndef GL_INT_VEC3
#define GL_INT_VEC3 0x8B54
#endif //GL_INT_VEC3
#ifndef GL_INT_VEC4
#define GL_INT_VEC4 0x8B55
#endif //GL_INT_VEC4
#ifndef GL_BOOL
#define GL_BOOL 0x8B56
#endif //GL_BOOL
#ifndef GL_BOOL_VEC2
#define GL_BOOL_VEC2 0x8B57
#endif //GL_BOOL_VEC2
#ifndef GL_BOOL_VEC3
#define GL_BOOL_VEC3 0x8B58
#endif //GL_BOOL_VEC3
#ifndef GL_BOOL_VEC4
#define GL_BOOL_VEC4 0x8B59
#endif //GL_BOOL_VEC4
#ifndef GL_FLOAT_MAT2
#define GL_FLOAT_MAT2 0x8B5A
#endif //GL_FLOAT_MAT2
#ifndef GL_FLOAT_MAT3
#define GL_FLOAT_MAT3 0x8B5B
#endif //GL_FLOAT_MAT3
#ifndef GL_FLOAT_MAT4
#define GL_FLOAT_MAT4 0x8B5C
#endif //GL_FLOAT_MAT4
#ifndef GL_SAMPLER_2D
#define GL_SAMPLER_2D 0x8B5E
#endif //GL_SAMPLER_2D
#ifndef GL_SAMPLER_3D
#define GL_SAMPLER_3D 0x8B5F
#endif //GL_SAMPLER_3D
#ifndef GL_SAMPLER_CUBE
#define GL_SAMPLER_CUBE 0x8B60
#endif //GL_SAMPLER_CUBE
#ifndef GL_SAMPLER_2D_SHADOW
#define GL_SAMPLER_2D_SHADOW 0x8B62
#endif //GL_SAMPLER_2D_SHADOW
#ifndef GL_FLOAT_MAT2x3
#define GL_FLOAT_MAT2x3 0x8B65
#endif //GL_FLOAT_MAT2x3
#ifndef GL_FLOAT_MAT2x4
#define GL_FLOAT_MAT2x4 0x8B66
#endif //GL_FLOAT_MAT2x4
#ifndef GL_FLOAT_MAT3x2
#define GL_FLOAT_MAT3x2 0x8B67
#endif //GL_FLOAT_MAT3x2
#ifndef GL_FLOAT_MAT3x4
#define GL_FLOAT_MAT3x4 0x8B68
#endif //GL_FLOAT_MAT3x4
#ifndef GL_FLOAT_MAT4x2
#define GL_FLOAT_MAT4x2 0x8B69
#endif //GL_FLOAT_MAT4x2
#ifndef GL_FLOAT_MAT4x3
#define GL_FLOAT_MAT4x3 0x8B6A
#endif //GL_FLOAT_MAT4x3
#ifndef GL_DELETE_STATUS
#define GL_DELETE_STATUS 0x8B80
#endif //GL_DELETE_STATUS
#ifndef GL_COMPILE_STATUS
#define GL_COMPILE_STATUS 0x8B81
#endif //GL_COMPILE_STATUS
#ifndef GL_LINK_STATUS
#define GL_LINK_STATUS 0x8B82
#endif //GL_LINK_STATUS
#ifndef GL_VALIDATE_STATUS
#define GL_VALIDATE_STATUS 0x8B83
#endif //GL_VALIDATE_STATUS
#ifndef GL_INFO_LOG_LENGTH
#define GL_INFO_LOG_LENGTH 0x8B84
#endif //GL_INFO_LOG_LENGTH
#ifndef GL_ATTACHED_SHADERS
#define GL_ATTACHED_SHADERS 0x8B85
#endif //GL_ATTACHED_SHADERS
#ifndef GL_ACTIVE_UNIFORMS
#define GL_ACTIVE_UNIFORMS 0x8B86
#endif //GL_ACTIVE_UNIFORMS
#ifndef GL_ACTIVE_UNIFORM_MAX_LENGTH
#define GL_ACTIVE_UNIFORM_MAX_LENGTH 0x8B87
#endif //GL_ACTIVE_UNIFORM_MAX_LENGTH
#ifndef GL_SHADER_SOURCE_LENGTH
#define GL_SHADER_SOURCE_LENGTH 0x8B88
#endif //GL_SHADER_SOURCE_LENGTH
#ifndef GL_ACTIVE_ATTRIBUTES
#define GL_ACTIVE_ATTRIBUTES 0x8B89
#endif //GL_ACTIVE_ATTRIBUTES
#ifndef GL_ACTIVE_ATTRIBUTE_MAX_LENGTH
#define GL_ACTIVE_ATTRIBUTE_MAX_LENGTH 0x8B8A
#endif //GL_ACTIVE_ATTRIBUTE_MAX_LENGTH
#ifndef GL_FRAGMENT_SHADER_DERIVATIVE_HINT
#define GL_FRAGMENT_SHADER_DERIVATIVE_HINT 0x8B8B
#endif //GL_FRAGMENT_SHADER_DERIVATIVE_HINT
#ifndef GL_SHADING_LANGUAGE_VERSION
#define GL_SHADING_LANGUAGE_VERSION 0x8B8C
#endif //GL_SHADING_LANGUAGE_VERSION
#ifndef GL_CURRENT_PROGRAM
#define GL_CURRENT_PROGRAM 0x8B8D
#endif //GL_CURRENT_PROGRAM
#ifndef GL_IMPLEMENTATION_COLOR_READ_TYPE
#define GL_IMPLEMENTATION_COLOR_READ_TYPE 0x8B9A
#endif //GL_IMPLEMENTATION_COLOR_READ_TYPE
#ifndef GL_IMPLEMENTATION_COLOR_READ_FORMAT
#define GL_IMPLEMENTATION_COLOR_READ_FORMAT 0x8B9B
#endif //GL_IMPLEMENTATION_COLOR_READ_FORMAT
#ifndef GL_TEXTURE_RED_TYPE
#define GL_TEXTURE_RED_TYPE 0x8C10
#endif //GL_TEXTURE_RED_TYPE
#ifndef GL_TEXTURE_GREEN_TYPE
#define GL_TEXTURE_GREEN_TYPE 0x8C11
#endif //GL_TEXTURE_GREEN_TYPE
#ifndef GL_TEXTURE_BLUE_TYPE
#define GL_TEXTURE_BLUE_TYPE 0x8C12
#endif //GL_TEXTURE_BLUE_TYPE
#ifndef GL_TEXTURE_ALPHA_TYPE
#define GL_TEXTURE_ALPHA_TYPE 0x8C13
#endif //GL_TEXTURE_ALPHA_TYPE
#ifndef GL_TEXTURE_DEPTH_TYPE
#define GL_TEXTURE_DEPTH_TYPE 0x8C16
#endif //GL_TEXTURE_DEPTH_TYPE
#ifndef GL_UNSIGNED_NORMALIZED
#define GL_UNSIGNED_NORMALIZED 0x8C17
#endif //GL_UNSIGNED_NORMALIZED
#ifndef GL_TEXTURE_2D_ARRAY
#define GL_TEXTURE_2D_ARRAY 0x8C1A
#endif //GL_TEXTURE_2D_ARRAY
#ifndef GL_TEXTURE_BINDING_2D_ARRAY
#define GL_TEXTURE_BINDING_2D_ARRAY 0x8C1D
#endif //GL_TEXTURE_BINDING_2D_ARRAY
#ifndef GL_ANY_SAMPLES_PASSED
#define GL_ANY_SAMPLES_PASSED 0x8C2F
#endif //GL_ANY_SAMPLES_PASSED
#ifndef GL_R11F_G11F_B10F
#define GL_R11F_G11F_B10F 0x8C3A
#endif //GL_R11F_G11F_B10F
#ifndef GL_UNSIGNED_INT_10F_11F_11F_REV
#define GL_UNSIGNED_INT_10F_11F_11F_REV 0x8C3B
#endif //GL_UNSIGNED_INT_10F_11F_11F_REV
#ifndef GL_RGB9_E5
#define GL_RGB9_E5 0x8C3D
#endif //GL_RGB9_E5
#ifndef GL_UNSIGNED_INT_5_9_9_9_REV
#define GL_UNSIGNED_INT_5_9_9_9_REV 0x8C3E
#endif //GL_UNSIGNED_INT_5_9_9_9_REV
#ifndef GL_TEXTURE_SHARED_SIZE
#define GL_TEXTURE_SHARED_SIZE 0x8C3F
#endif //GL_TEXTURE_SHARED_SIZE
#ifndef GL_SRGB
#define GL_SRGB 0x8C40
#endif //GL_SRGB
#ifndef GL_SRGB8
#define GL_SRGB8 0x8C41
#endif //GL_SRGB8
#ifndef GL_SRGB8_ALPHA8
#define GL_SRGB8_ALPHA8 0x8C43
#endif //GL_SRGB8_ALPHA8
#ifndef GL_TRANSFORM_FEEDBACK_VARYING_MAX_LENGTH
#define GL_TRANSFORM_FEEDBACK_VARYING_MAX_LENGTH 0x8C76
#endif //GL_TRANSFORM_FEEDBACK_VARYING_MAX_LENGTH
#ifndef GL_TRANSFORM_FEEDBACK_BUFFER_MODE
#define GL_TRANSFORM_FEEDBACK_BUFFER_MODE 0x8C7F
#endif //GL_TRANSFORM_FEEDBACK_BUFFER_MODE
#ifndef GL_MAX_TRANSFORM_FEEDBACK_SEPARATE_COMPONENTS
#define GL_MAX_TRANSFORM_FEEDBACK_SEPARATE_COMPONENTS 0x8C80
#endif //GL_MAX_TRANSFORM_FEEDBACK_SEPARATE_COMPONENTS
#ifndef GL_TRANSFORM_FEEDBACK_VARYINGS
#define GL_TRANSFORM_FEEDBACK_VARYINGS 0x8C83
#endif //GL_TRANSFORM_FEEDBACK_VARYINGS
#ifndef GL_TRANSFORM_FEEDBACK_BUFFER_START
#define GL_TRANSFORM_FEEDBACK_BUFFER_START 0x8C84
#endif //GL_TRANSFORM_FEEDBACK_BUFFER_START
#ifndef GL_TRANSFORM_FEEDBACK_BUFFER_SIZE
#define GL_TRANSFORM_FEEDBACK_BUFFER_SIZE 0x8C85
#endif //GL_TRANSFORM_FEEDBACK_BUFFER_SIZE
#ifndef GL_TRANSFORM_FEEDBACK_PRIMITIVES_WRITTEN
#define GL_TRANSFORM_FEEDBACK_PRIMITIVES_WRITTEN 0x8C88
#endif //GL_TRANSFORM_FEEDBACK_PRIMITIVES_WRITTEN
#ifndef GL_RASTERIZER_DISCARD
#define GL_RASTERIZER_DISCARD 0x8C89
#endif //GL_RASTERIZER_DISCARD
#ifndef GL_MAX_TRANSFORM_FEEDBACK_INTERLEAVED_COMPONENTS
#define GL_MAX_TRANSFORM_FEEDBACK_INTERLEAVED_COMPONENTS 0x8C8A
#endif //GL_MAX_TRANSFORM_FEEDBACK_INTERLEAVED_COMPONENTS
#ifndef GL_MAX_TRANSFORM_FEEDBACK_SEPARATE_ATTRIBS
#define GL_MAX_TRANSFORM_FEEDBACK_SEPARATE_ATTRIBS 0x8C8B
#endif //GL_MAX_TRANSFORM_FEEDBACK_SEPARATE_ATTRIBS
#ifndef GL_INTERLEAVED_ATTRIBS
#define GL_INTERLEAVED_ATTRIBS 0x8C8C
#endif //GL_INTERLEAVED_ATTRIBS
#ifndef GL_SEPARATE_ATTRIBS
#define GL_SEPARATE_ATTRIBS 0x8C8D
#endif //GL_SEPARATE_ATTRIBS
#ifndef GL_TRANSFORM_FEEDBACK_BUFFER
#define GL_TRANSFORM_FEEDBACK_BUFFER 0x8C8E
#endif //GL_TRANSFORM_FEEDBACK_BUFFER
#ifndef GL_TRANSFORM_FEEDBACK_BUFFER_BINDING
#define GL_TRANSFORM_FEEDBACK_BUFFER_BINDING 0x8C8F
#endif //GL_TRANSFORM_FEEDBACK_BUFFER_BINDING
#ifndef GL_STENCIL_BACK_REF
#define GL_STENCIL_BACK_REF 0x8CA3
#endif //GL_STENCIL_BACK_REF
#ifndef GL_STENCIL_BACK_VALUE_MASK
#define GL_STENCIL_BACK_VALUE_MASK 0x8CA4
#endif //GL_STENCIL_BACK_VALUE_MASK
#ifndef GL_STENCIL_BACK_WRITEMASK
#define GL_STENCIL_BACK_WRITEMASK 0x8CA5
#endif //GL_STENCIL_BACK_WRITEMASK
#ifndef GL_FRAMEBUFFER_BINDING
#define GL_FRAMEBUFFER_BINDING 0x8CA6
#endif //GL_FRAMEBUFFER_BINDING
#ifndef GL_DRAW_FRAMEBUFFER_BINDING
#define GL_DRAW_FRAMEBUFFER_BINDING 0x8CA6
#endif //GL_DRAW_FRAMEBUFFER_BINDING
#ifndef GL_RENDERBUFFER_BINDING
#define GL_RENDERBUFFER_BINDING 0x8CA7
#endif //GL_RENDERBUFFER_BINDING
#ifndef GL_READ_FRAMEBUFFER
#define GL_READ_FRAMEBUFFER 0x8CA8
#endif //GL_READ_FRAMEBUFFER
#ifndef GL_DRAW_FRAMEBUFFER
#define GL_DRAW_FRAMEBUFFER 0x8CA9
#endif //GL_DRAW_FRAMEBUFFER
#ifndef GL_READ_FRAMEBUFFER_BINDING
#define GL_READ_FRAMEBUFFER_BINDING 0x8CAA
#endif //GL_READ_FRAMEBUFFER_BINDING
#ifndef GL_RENDERBUFFER_SAMPLES
#define GL_RENDERBUFFER_SAMPLES 0x8CAB
#endif //GL_RENDERBUFFER_SAMPLES
#ifndef GL_DEPTH_COMPONENT32F
#define GL_DEPTH_COMPONENT32F 0x8CAC
#endif //GL_DEPTH_COMPONENT32F
#ifndef GL_DEPTH32F_STENCIL8
#define GL_DEPTH32F_STENCIL8 0x8CAD
#endif //GL_DEPTH32F_STENCIL8
#ifndef GL_FRAMEBUFFER_ATTACHMENT_OBJECT_TYPE
#define GL_FRAMEBUFFER_ATTACHMENT_OBJECT_TYPE 0x8CD0
#endif //GL_FRAMEBUFFER_ATTACHMENT_OBJECT_TYPE
#ifndef GL_FRAMEBUFFER_ATTACHMENT_OBJECT_NAME
#define GL_FRAMEBUFFER_ATTACHMENT_OBJECT_NAME 0x8CD1
#endif //GL_FRAMEBUFFER_ATTACHMENT_OBJECT_NAME
#ifndef GL_FRAMEBUFFER_ATTACHMENT_TEXTURE_LEVEL
#define GL_FRAMEBUFFER_ATTACHMENT_TEXTURE_LEVEL 0x8CD2
#endif //GL_FRAMEBUFFER_ATTACHMENT_TEXTURE_LEVEL
#ifndef GL_FRAMEBUFFER_ATTACHMENT_TEXTURE_CUBE_MAP_FACE
#define GL_FRAMEBUFFER_ATTACHMENT_TEXTURE_CUBE_MAP_FACE 0x8CD3
#endif //GL_FRAMEBUFFER_ATTACHMENT_TEXTURE_CUBE_MAP_FACE
#ifndef GL_FRAMEBUFFER_ATTACHMENT_TEXTURE_LAYER
#define GL_FRAMEBUFFER_ATTACHMENT_TEXTURE_LAYER 0x8CD4
#endif //GL_FRAMEBUFFER_ATTACHMENT_TEXTURE_LAYER
#ifndef GL_FRAMEBUFFER_COMPLETE
#define GL_FRAMEBUFFER_COMPLETE 0x8CD5
#endif //GL_FRAMEBUFFER_COMPLETE
#ifndef GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT
#define GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT 0x8CD6
#endif //GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT
#ifndef GL_FRAMEBUFFER_INCOMPLETE_MISSING_ATTACHMENT
#define GL_FRAMEBUFFER_INCOMPLETE_MISSING_ATTACHMENT 0x8CD7
#endif //GL_FRAMEBUFFER_INCOMPLETE_MISSING_ATTACHMENT
#ifndef GL_FRAMEBUFFER_INCOMPLETE_DIMENSIONS
#define GL_FRAMEBUFFER_INCOMPLETE_DIMENSIONS 0x8CD9
#endif //GL_FRAMEBUFFER_INCOMPLETE_DIMENSIONS
#ifndef GL_FRAMEBUFFER_UNSUPPORTED
#define GL_FRAMEBUFFER_UNSUPPORTED 0x8CDD
#endif //GL_FRAMEBUFFER_UNSUPPORTED
#ifndef GL_MAX_COLOR_ATTACHMENTS
#define GL_MAX_COLOR_ATTACHMENTS 0x8CDF
#endif //GL_MAX_COLOR_ATTACHMENTS
#ifndef GL_COLOR_ATTACHMENT0
#define GL_COLOR_ATTACHMENT0 0x8CE0
#endif //GL_COLOR_ATTACHMENT0
#ifndef GL_COLOR_ATTACHMENT1
#define GL_COLOR_ATTACHMENT1 0x8CE1
#endif //GL_COLOR_ATTACHMENT1
#ifndef GL_COLOR_ATTACHMENT2
#define GL_COLOR_ATTACHMENT2 0x8CE2
#endif //GL_COLOR_ATTACHMENT2
#ifndef GL_COLOR_ATTACHMENT3
#define GL_COLOR_ATTACHMENT3 0x8CE3
#endif //GL_COLOR_ATTACHMENT3
#ifndef GL_COLOR_ATTACHMENT4
#define GL_COLOR_ATTACHMENT4 0x8CE4
#endif //GL_COLOR_ATTACHMENT4
#ifndef GL_COLOR_ATTACHMENT5
#define GL_COLOR_ATTACHMENT5 0x8CE5
#endif //GL_COLOR_ATTACHMENT5
#ifndef GL_COLOR_ATTACHMENT6
#define GL_COLOR_ATTACHMENT6 0x8CE6
#endif //GL_COLOR_ATTACHMENT6
#ifndef GL_COLOR_ATTACHMENT7
#define GL_COLOR_ATTACHMENT7 0x8CE7
#endif //GL_COLOR_ATTACHMENT7
#ifndef GL_COLOR_ATTACHMENT8
#define GL_COLOR_ATTACHMENT8 0x8CE8
#endif //GL_COLOR_ATTACHMENT8
#ifndef GL_COLOR_ATTACHMENT9
#define GL_COLOR_ATTACHMENT9 0x8CE9
#endif //GL_COLOR_ATTACHMENT9
#ifndef GL_COLOR_ATTACHMENT10
#define GL_COLOR_ATTACHMENT10 0x8CEA
#endif //GL_COLOR_ATTACHMENT10
#ifndef GL_COLOR_ATTACHMENT11
#define GL_COLOR_ATTACHMENT11 0x8CEB
#endif //GL_COLOR_ATTACHMENT11
#ifndef GL_COLOR_ATTACHMENT12
#define GL_COLOR_ATTACHMENT12 0x8CEC
#endif //GL_COLOR_ATTACHMENT12
#ifndef GL_COLOR_ATTACHMENT13
#define GL_COLOR_ATTACHMENT13 0x8CED
#endif //GL_COLOR_ATTACHMENT13
#ifndef GL_COLOR_ATTACHMENT14
#define GL_COLOR_ATTACHMENT14 0x8CEE
#endif //GL_COLOR_ATTACHMENT14
#ifndef GL_COLOR_ATTACHMENT15
#define GL_COLOR_ATTACHMENT15 0x8CEF
#endif //GL_COLOR_ATTACHMENT15
#ifndef GL_DEPTH_ATTACHMENT
#define GL_DEPTH_ATTACHMENT 0x8D00
#endif //GL_DEPTH_ATTACHMENT
#ifndef GL_STENCIL_ATTACHMENT
#define GL_STENCIL_ATTACHMENT 0x8D20
#endif //GL_STENCIL_ATTACHMENT
#ifndef GL_FRAMEBUFFER
#define GL_FRAMEBUFFER 0x8D40
#endif //GL_FRAMEBUFFER
#ifndef GL_RENDERBUFFER
#define GL_RENDERBUFFER 0x8D41
#endif //GL_RENDERBUFFER
#ifndef GL_RENDERBUFFER_WIDTH
#define GL_RENDERBUFFER_WIDTH 0x8D42
#endif //GL_RENDERBUFFER_WIDTH
#ifndef GL_RENDERBUFFER_HEIGHT
#define GL_RENDERBUFFER_HEIGHT 0x8D43
#endif //GL_RENDERBUFFER_HEIGHT
#ifndef GL_RENDERBUFFER_INTERNAL_FORMAT
#define GL_RENDERBUFFER_INTERNAL_FORMAT 0x8D44
#endif //GL_RENDERBUFFER_INTERNAL_FORMAT
#ifndef GL_STENCIL_INDEX8
#define GL_STENCIL_INDEX8 0x8D48
#endif //GL_STENCIL_INDEX8
#ifndef GL_RENDERBUFFER_RED_SIZE
#define GL_RENDERBUFFER_RED_SIZE 0x8D50
#endif //GL_RENDERBUFFER_RED_SIZE
#ifndef GL_RENDERBUFFER_GREEN_SIZE
#define GL_RENDERBUFFER_GREEN_SIZE 0x8D51
#endif //GL_RENDERBUFFER_GREEN_SIZE
#ifndef GL_RENDERBUFFER_BLUE_SIZE
#define GL_RENDERBUFFER_BLUE_SIZE 0x8D52
#endif //GL_RENDERBUFFER_BLUE_SIZE
#ifndef GL_RENDERBUFFER_ALPHA_SIZE
#define GL_RENDERBUFFER_ALPHA_SIZE 0x8D53
#endif //GL_RENDERBUFFER_ALPHA_SIZE
#ifndef GL_RENDERBUFFER_DEPTH_SIZE
#define GL_RENDERBUFFER_DEPTH_SIZE 0x8D54
#endif //GL_RENDERBUFFER_DEPTH_SIZE
#ifndef GL_RENDERBUFFER_STENCIL_SIZE
#define GL_RENDERBUFFER_STENCIL_SIZE 0x8D55
#endif //GL_RENDERBUFFER_STENCIL_SIZE
#ifndef GL_FRAMEBUFFER_INCOMPLETE_MULTISAMPLE
#define GL_FRAMEBUFFER_INCOMPLETE_MULTISAMPLE 0x8D56
#endif //GL_FRAMEBUFFER_INCOMPLETE_MULTISAMPLE
#ifndef GL_MAX_SAMPLES
#define GL_MAX_SAMPLES 0x8D57
#endif //GL_MAX_SAMPLES
#ifndef GL_RGB565
#define GL_RGB565 0x8D62
#endif //GL_RGB565
#ifndef GL_PRIMITIVE_RESTART_FIXED_INDEX
#define GL_PRIMITIVE_RESTART_FIXED_INDEX 0x8D69
#endif //GL_PRIMITIVE_RESTART_FIXED_INDEX
#ifndef GL_ANY_SAMPLES_PASSED_CONSERVATIVE
#define GL_ANY_SAMPLES_PASSED_CONSERVATIVE 0x8D6A
#endif //GL_ANY_SAMPLES_PASSED_CONSERVATIVE
#ifndef GL_MAX_ELEMENT_INDEX
#define GL_MAX_ELEMENT_INDEX 0x8D6B
#endif //GL_MAX_ELEMENT_INDEX
#ifndef GL_RGBA32UI
#define GL_RGBA32UI 0x8D70
#endif //GL_RGBA32UI
#ifndef GL_RGB32UI
#define GL_RGB32UI 0x8D71
#endif //GL_RGB32UI
#ifndef GL_RGBA16UI
#define GL_RGBA16UI 0x8D76
#endif //GL_RGBA16UI
#ifndef GL_RGB16UI
#define GL_RGB16UI 0x8D77
#endif //GL_RGB16UI
#ifndef GL_RGBA8UI
#define GL_RGBA8UI 0x8D7C
#endif //GL_RGBA8UI
#ifndef GL_RGB8UI
#define GL_RGB8UI 0x8D7D
#endif //GL_RGB8UI
#ifndef GL_RGBA32I
#define GL_RGBA32I 0x8D82
#endif //GL_RGBA32I
#ifndef GL_RGB32I
#define GL_RGB32I 0x8D83
#endif //GL_RGB32I
#ifndef GL_RGBA16I
#define GL_RGBA16I 0x8D88
#endif //GL_RGBA16I
#ifndef GL_RGB16I
#define GL_RGB16I 0x8D89
#endif //GL_RGB16I
#ifndef GL_RGBA8I
#define GL_RGBA8I 0x8D8E
#endif //GL_RGBA8I
#ifndef GL_RGB8I
#define GL_RGB8I 0x8D8F
#endif //GL_RGB8I
#ifndef GL_RED_INTEGER
#define GL_RED_INTEGER 0x8D94
#endif //GL_RED_INTEGER
#ifndef GL_RGB_INTEGER
#define GL_RGB_INTEGER 0x8D98
#endif //GL_RGB_INTEGER
#ifndef GL_RGBA_INTEGER
#define GL_RGBA_INTEGER 0x8D99
#endif //GL_RGBA_INTEGER
#ifndef GL_INT_2_10_10_10_REV
#define GL_INT_2_10_10_10_REV 0x8D9F
#endif //GL_INT_2_10_10_10_REV
#ifndef GL_FLOAT_32_UNSIGNED_INT_24_8_REV
#define GL_FLOAT_32_UNSIGNED_INT_24_8_REV 0x8DAD
#endif //GL_FLOAT_32_UNSIGNED_INT_24_8_REV
#ifndef GL_SAMPLER_2D_ARRAY
#define GL_SAMPLER_2D_ARRAY 0x8DC1
#endif //GL_SAMPLER_2D_ARRAY
#ifndef GL_SAMPLER_2D_ARRAY_SHADOW
#define GL_SAMPLER_2D_ARRAY_SHADOW 0x8DC4
#endif //GL_SAMPLER_2D_ARRAY_SHADOW
#ifndef GL_SAMPLER_CUBE_SHADOW
#define GL_SAMPLER_CUBE_SHADOW 0x8DC5
#endif //GL_SAMPLER_CUBE_SHADOW
#ifndef GL_UNSIGNED_INT_VEC2
#define GL_UNSIGNED_INT_VEC2 0x8DC6
#endif //GL_UNSIGNED_INT_VEC2
#ifndef GL_UNSIGNED_INT_VEC3
#define GL_UNSIGNED_INT_VEC3 0x8DC7
#endif //GL_UNSIGNED_INT_VEC3
#ifndef GL_UNSIGNED_INT_VEC4
#define GL_UNSIGNED_INT_VEC4 0x8DC8
#endif //GL_UNSIGNED_INT_VEC4
#ifndef GL_INT_SAMPLER_2D
#define GL_INT_SAMPLER_2D 0x8DCA
#endif //GL_INT_SAMPLER_2D
#ifndef GL_INT_SAMPLER_3D
#define GL_INT_SAMPLER_3D 0x8DCB
#endif //GL_INT_SAMPLER_3D
#ifndef GL_INT_SAMPLER_CUBE
#define GL_INT_SAMPLER_CUBE 0x8DCC
#endif //GL_INT_SAMPLER_CUBE
#ifndef GL_INT_SAMPLER_2D_ARRAY
#define GL_INT_SAMPLER_2D_ARRAY 0x8DCF
#endif //GL_INT_SAMPLER_2D_ARRAY
#ifndef GL_UNSIGNED_INT_SAMPLER_2D
#define GL_UNSIGNED_INT_SAMPLER_2D 0x8DD2
#endif //GL_UNSIGNED_INT_SAMPLER_2D
#ifndef GL_UNSIGNED_INT_SAMPLER_3D
#define GL_UNSIGNED_INT_SAMPLER_3D 0x8DD3
#endif //GL_UNSIGNED_INT_SAMPLER_3D
#ifndef GL_UNSIGNED_INT_SAMPLER_CUBE
#define GL_UNSIGNED_INT_SAMPLER_CUBE 0x8DD4
#endif //GL_UNSIGNED_INT_SAMPLER_CUBE
#ifndef GL_UNSIGNED_INT_SAMPLER_2D_ARRAY
#define GL_UNSIGNED_INT_SAMPLER_2D_ARRAY 0x8DD7
#endif //GL_UNSIGNED_INT_SAMPLER_2D_ARRAY
#ifndef GL_LOW_FLOAT
#define GL_LOW_FLOAT 0x8DF0
#endif //GL_LOW_FLOAT
#ifndef GL_MEDIUM_FLOAT
#define GL_MEDIUM_FLOAT 0x8DF1
#endif //GL_MEDIUM_FLOAT
#ifndef GL_HIGH_FLOAT
#define GL_HIGH_FLOAT 0x8DF2
#endif //GL_HIGH_FLOAT
#ifndef GL_LOW_INT
#define GL_LOW_INT 0x8DF3
#endif //GL_LOW_INT
#ifndef GL_MEDIUM_INT
#define GL_MEDIUM_INT 0x8DF4
#endif //GL_MEDIUM_INT
#ifndef GL_HIGH_INT
#define GL_HIGH_INT 0x8DF5
#endif //GL_HIGH_INT
#ifndef GL_SHADER_BINARY_FORMATS
#define GL_SHADER_BINARY_FORMATS 0x8DF8
#endif //GL_SHADER_BINARY_FORMATS
#ifndef GL_NUM_SHADER_BINARY_FORMATS
#define GL_NUM_SHADER_BINARY_FORMATS 0x8DF9
#endif //GL_NUM_SHADER_BINARY_FORMATS
#ifndef GL_SHADER_COMPILER
#define GL_SHADER_COMPILER 0x8DFA
#endif //GL_SHADER_COMPILER
#ifndef GL_MAX_VERTEX_UNIFORM_VECTORS
#define GL_MAX_VERTEX_UNIFORM_VECTORS 0x8DFB
#endif //GL_MAX_VERTEX_UNIFORM_VECTORS
#ifndef GL_MAX_VARYING_VECTORS
#define GL_MAX_VARYING_VECTORS 0x8DFC
#endif //GL_MAX_VARYING_VECTORS
#ifndef GL_MAX_FRAGMENT_UNIFORM_VECTORS
#define GL_MAX_FRAGMENT_UNIFORM_VECTORS 0x8DFD
#endif //GL_MAX_FRAGMENT_UNIFORM_VECTORS
#ifndef GL_TRANSFORM_FEEDBACK
#define GL_TRANSFORM_FEEDBACK 0x8E22
#endif //GL_TRANSFORM_FEEDBACK
#ifndef GL_TRANSFORM_FEEDBACK_PAUSED
#define GL_TRANSFORM_FEEDBACK_PAUSED 0x8E23
#endif //GL_TRANSFORM_FEEDBACK_PAUSED
#ifndef GL_TRANSFORM_FEEDBACK_ACTIVE
#define GL_TRANSFORM_FEEDBACK_ACTIVE 0x8E24
#endif //GL_TRANSFORM_FEEDBACK_ACTIVE
#ifndef GL_TRANSFORM_FEEDBACK_BINDING
#define GL_TRANSFORM_FEEDBACK_BINDING 0x8E25
#endif //GL_TRANSFORM_FEEDBACK_BINDING
#ifndef GL_TEXTURE_SWIZZLE_R
#define GL_TEXTURE_SWIZZLE_R 0x8E42
#endif //GL_TEXTURE_SWIZZLE_R
#ifndef GL_TEXTURE_SWIZZLE_G
#define GL_TEXTURE_SWIZZLE_G 0x8E43
#endif //GL_TEXTURE_SWIZZLE_G
#ifndef GL_TEXTURE_SWIZZLE_B
#define GL_TEXTURE_SWIZZLE_B 0x8E44
#endif //GL_TEXTURE_SWIZZLE_B
#ifndef GL_TEXTURE_SWIZZLE_A
#define GL_TEXTURE_SWIZZLE_A 0x8E45
#endif //GL_TEXTURE_SWIZZLE_A
#ifndef GL_SAMPLE_POSITION
#define GL_SAMPLE_POSITION 0x8E50
#endif //GL_SAMPLE_POSITION
#ifndef GL_SAMPLE_MASK
#define GL_SAMPLE_MASK 0x8E51
#endif //GL_SAMPLE_MASK
#ifndef GL_SAMPLE_MASK_VALUE
#define GL_SAMPLE_MASK_VALUE 0x8E52
#endif //GL_SAMPLE_MASK_VALUE
#ifndef GL_MAX_SAMPLE_MASK_WORDS
#define GL_MAX_SAMPLE_MASK_WORDS 0x8E59
#endif //GL_MAX_SAMPLE_MASK_WORDS
#ifndef GL_MIN_PROGRAM_TEXTURE_GATHER_OFFSET
#define GL_MIN_PROGRAM_TEXTURE_GATHER_OFFSET 0x8E5E
#endif //GL_MIN_PROGRAM_TEXTURE_GATHER_OFFSET
#ifndef GL_MAX_PROGRAM_TEXTURE_GATHER_OFFSET
#define GL_MAX_PROGRAM_TEXTURE_GATHER_OFFSET 0x8E5F
#endif //GL_MAX_PROGRAM_TEXTURE_GATHER_OFFSET
#ifndef GL_COPY_READ_BUFFER_BINDING
#define GL_COPY_READ_BUFFER_BINDING 0x8F36
#endif //GL_COPY_READ_BUFFER_BINDING
#ifndef GL_COPY_READ_BUFFER
#define GL_COPY_READ_BUFFER 0x8F36
#endif //GL_COPY_READ_BUFFER
#ifndef GL_COPY_WRITE_BUFFER_BINDING
#define GL_COPY_WRITE_BUFFER_BINDING 0x8F37
#endif //GL_COPY_WRITE_BUFFER_BINDING
#ifndef GL_COPY_WRITE_BUFFER
#define GL_COPY_WRITE_BUFFER 0x8F37
#endif //GL_COPY_WRITE_BUFFER
#ifndef GL_MAX_IMAGE_UNITS
#define GL_MAX_IMAGE_UNITS 0x8F38
#endif //GL_MAX_IMAGE_UNITS
#ifndef GL_MAX_COMBINED_SHADER_OUTPUT_RESOURCES
#define GL_MAX_COMBINED_SHADER_OUTPUT_RESOURCES 0x8F39
#endif //GL_MAX_COMBINED_SHADER_OUTPUT_RESOURCES
#ifndef GL_IMAGE_BINDING_NAME
#define GL_IMAGE_BINDING_NAME 0x8F3A
#endif //GL_IMAGE_BINDING_NAME
#ifndef GL_IMAGE_BINDING_LEVEL
#define GL_IMAGE_BINDING_LEVEL 0x8F3B
#endif //GL_IMAGE_BINDING_LEVEL
#ifndef GL_IMAGE_BINDING_LAYERED
#define GL_IMAGE_BINDING_LAYERED 0x8F3C
#endif //GL_IMAGE_BINDING_LAYERED
#ifndef GL_IMAGE_BINDING_LAYER
#define GL_IMAGE_BINDING_LAYER 0x8F3D
#endif //GL_IMAGE_BINDING_LAYER
#ifndef GL_IMAGE_BINDING_ACCESS
#define GL_IMAGE_BINDING_ACCESS 0x8F3E
#endif //GL_IMAGE_BINDING_ACCESS
#ifndef GL_DRAW_INDIRECT_BUFFER
#define GL_DRAW_INDIRECT_BUFFER 0x8F3F
#endif //GL_DRAW_INDIRECT_BUFFER
#ifndef GL_DRAW_INDIRECT_BUFFER_BINDING
#define GL_DRAW_INDIRECT_BUFFER_BINDING 0x8F43
#endif //GL_DRAW_INDIRECT_BUFFER_BINDING
#ifndef GL_VERTEX_BINDING_BUFFER
#define GL_VERTEX_BINDING_BUFFER 0x8F4F
#endif //GL_VERTEX_BINDING_BUFFER
#ifndef GL_R8_SNORM
#define GL_R8_SNORM 0x8F94
#endif //GL_R8_SNORM
#ifndef GL_RG8_SNORM
#define GL_RG8_SNORM 0x8F95
#endif //GL_RG8_SNORM
#ifndef GL_RGB8_SNORM
#define GL_RGB8_SNORM 0x8F96
#endif //GL_RGB8_SNORM
#ifndef GL_RGBA8_SNORM
#define GL_RGBA8_SNORM 0x8F97
#endif //GL_RGBA8_SNORM
#ifndef GL_SIGNED_NORMALIZED
#define GL_SIGNED_NORMALIZED 0x8F9C
#endif //GL_SIGNED_NORMALIZED
#ifndef GL_IMAGE_2D
#define GL_IMAGE_2D 0x904D
#endif //GL_IMAGE_2D
#ifndef GL_IMAGE_3D
#define GL_IMAGE_3D 0x904E
#endif //GL_IMAGE_3D
#ifndef GL_IMAGE_CUBE
#define GL_IMAGE_CUBE 0x9050
#endif //GL_IMAGE_CUBE
#ifndef GL_IMAGE_2D_ARRAY
#define GL_IMAGE_2D_ARRAY 0x9053
#endif //GL_IMAGE_2D_ARRAY
#ifndef GL_INT_IMAGE_2D
#define GL_INT_IMAGE_2D 0x9058
#endif //GL_INT_IMAGE_2D
#ifndef GL_INT_IMAGE_3D
#define GL_INT_IMAGE_3D 0x9059
#endif //GL_INT_IMAGE_3D
#ifndef GL_INT_IMAGE_CUBE
#define GL_INT_IMAGE_CUBE 0x905B
#endif //GL_INT_IMAGE_CUBE
#ifndef GL_INT_IMAGE_2D_ARRAY
#define GL_INT_IMAGE_2D_ARRAY 0x905E
#endif //GL_INT_IMAGE_2D_ARRAY
#ifndef GL_UNSIGNED_INT_IMAGE_2D
#define GL_UNSIGNED_INT_IMAGE_2D 0x9063
#endif //GL_UNSIGNED_INT_IMAGE_2D
#ifndef GL_UNSIGNED_INT_IMAGE_3D
#define GL_UNSIGNED_INT_IMAGE_3D 0x9064
#endif //GL_UNSIGNED_INT_IMAGE_3D
#ifndef GL_UNSIGNED_INT_IMAGE_CUBE
#define GL_UNSIGNED_INT_IMAGE_CUBE 0x9066
#endif //GL_UNSIGNED_INT_IMAGE_CUBE
#ifndef GL_UNSIGNED_INT_IMAGE_2D_ARRAY
#define GL_UNSIGNED_INT_IMAGE_2D_ARRAY 0x9069
#endif //GL_UNSIGNED_INT_IMAGE_2D_ARRAY
#ifndef GL_IMAGE_BINDING_FORMAT
#define GL_IMAGE_BINDING_FORMAT 0x906E
#endif //GL_IMAGE_BINDING_FORMAT
#ifndef GL_RGB10_A2UI
#define GL_RGB10_A2UI 0x906F
#endif //GL_RGB10_A2UI
#ifndef GL_IMAGE_FORMAT_COMPATIBILITY_TYPE
#define GL_IMAGE_FORMAT_COMPATIBILITY_TYPE 0x90C7
#endif //GL_IMAGE_FORMAT_COMPATIBILITY_TYPE
#ifndef GL_IMAGE_FORMAT_COMPATIBILITY_BY_SIZE
#define GL_IMAGE_FORMAT_COMPATIBILITY_BY_SIZE 0x90C8
#endif //GL_IMAGE_FORMAT_COMPATIBILITY_BY_SIZE
#ifndef GL_IMAGE_FORMAT_COMPATIBILITY_BY_CLASS
#define GL_IMAGE_FORMAT_COMPATIBILITY_BY_CLASS 0x90C9
#endif //GL_IMAGE_FORMAT_COMPATIBILITY_BY_CLASS
#ifndef GL_MAX_VERTEX_IMAGE_UNIFORMS
#define GL_MAX_VERTEX_IMAGE_UNIFORMS 0x90CA
#endif //GL_MAX_VERTEX_IMAGE_UNIFORMS
#ifndef GL_MAX_FRAGMENT_IMAGE_UNIFORMS
#define GL_MAX_FRAGMENT_IMAGE_UNIFORMS 0x90CE
#endif //GL_MAX_FRAGMENT_IMAGE_UNIFORMS
#ifndef GL_MAX_COMBINED_IMAGE_UNIFORMS
#define GL_MAX_COMBINED_IMAGE_UNIFORMS 0x90CF
#endif //GL_MAX_COMBINED_IMAGE_UNIFORMS
#ifndef GL_SHADER_STORAGE_BUFFER
#define GL_SHADER_STORAGE_BUFFER 0x90D2
#endif //GL_SHADER_STORAGE_BUFFER
#ifndef GL_SHADER_STORAGE_BUFFER_BINDING
#define GL_SHADER_STORAGE_BUFFER_BINDING 0x90D3
#endif //GL_SHADER_STORAGE_BUFFER_BINDING
#ifndef GL_SHADER_STORAGE_BUFFER_START
#define GL_SHADER_STORAGE_BUFFER_START 0x90D4
#endif //GL_SHADER_STORAGE_BUFFER_START
#ifndef GL_SHADER_STORAGE_BUFFER_SIZE
#define GL_SHADER_STORAGE_BUFFER_SIZE 0x90D5
#endif //GL_SHADER_STORAGE_BUFFER_SIZE
#ifndef GL_MAX_VERTEX_SHADER_STORAGE_BLOCKS
#define GL_MAX_VERTEX_SHADER_STORAGE_BLOCKS 0x90D6
#endif //GL_MAX_VERTEX_SHADER_STORAGE_BLOCKS
#ifndef GL_MAX_FRAGMENT_SHADER_STORAGE_BLOCKS
#define GL_MAX_FRAGMENT_SHADER_STORAGE_BLOCKS 0x90DA
#endif //GL_MAX_FRAGMENT_SHADER_STORAGE_BLOCKS
#ifndef GL_MAX_COMPUTE_SHADER_STORAGE_BLOCKS
#define GL_MAX_COMPUTE_SHADER_STORAGE_BLOCKS 0x90DB
#endif //GL_MAX_COMPUTE_SHADER_STORAGE_BLOCKS
#ifndef GL_MAX_COMBINED_SHADER_STORAGE_BLOCKS
#define GL_MAX_COMBINED_SHADER_STORAGE_BLOCKS 0x90DC
#endif //GL_MAX_COMBINED_SHADER_STORAGE_BLOCKS
#ifndef GL_MAX_SHADER_STORAGE_BUFFER_BINDINGS
#define GL_MAX_SHADER_STORAGE_BUFFER_BINDINGS 0x90DD
#endif //GL_MAX_SHADER_STORAGE_BUFFER_BINDINGS
#ifndef GL_MAX_SHADER_STORAGE_BLOCK_SIZE
#define GL_MAX_SHADER_STORAGE_BLOCK_SIZE 0x90DE
#endif //GL_MAX_SHADER_STORAGE_BLOCK_SIZE
#ifndef GL_SHADER_STORAGE_BUFFER_OFFSET_ALIGNMENT
#define GL_SHADER_STORAGE_BUFFER_OFFSET_ALIGNMENT 0x90DF
#endif //GL_SHADER_STORAGE_BUFFER_OFFSET_ALIGNMENT
#ifndef GL_DEPTH_STENCIL_TEXTURE_MODE
#define GL_DEPTH_STENCIL_TEXTURE_MODE 0x90EA
#endif //GL_DEPTH_STENCIL_TEXTURE_MODE
#ifndef GL_MAX_COMPUTE_WORK_GROUP_INVOCATIONS
#define GL_MAX_COMPUTE_WORK_GROUP_INVOCATIONS 0x90EB
#endif //GL_MAX_COMPUTE_WORK_GROUP_INVOCATIONS
#ifndef GL_DISPATCH_INDIRECT_BUFFER
#define GL_DISPATCH_INDIRECT_BUFFER 0x90EE
#endif //GL_DISPATCH_INDIRECT_BUFFER
#ifndef GL_DISPATCH_INDIRECT_BUFFER_BINDING
#define GL_DISPATCH_INDIRECT_BUFFER_BINDING 0x90EF
#endif //GL_DISPATCH_INDIRECT_BUFFER_BINDING
#ifndef GL_TEXTURE_2D_MULTISAMPLE
#define GL_TEXTURE_2D_MULTISAMPLE 0x9100
#endif //GL_TEXTURE_2D_MULTISAMPLE
#ifndef GL_TEXTURE_BINDING_2D_MULTISAMPLE
#define GL_TEXTURE_BINDING_2D_MULTISAMPLE 0x9104
#endif //GL_TEXTURE_BINDING_2D_MULTISAMPLE
#ifndef GL_TEXTURE_SAMPLES
#define GL_TEXTURE_SAMPLES 0x9106
#endif //GL_TEXTURE_SAMPLES
#ifndef GL_TEXTURE_FIXED_SAMPLE_LOCATIONS
#define GL_TEXTURE_FIXED_SAMPLE_LOCATIONS 0x9107
#endif //GL_TEXTURE_FIXED_SAMPLE_LOCATIONS
#ifndef GL_SAMPLER_2D_MULTISAMPLE
#define GL_SAMPLER_2D_MULTISAMPLE 0x9108
#endif //GL_SAMPLER_2D_MULTISAMPLE
#ifndef GL_INT_SAMPLER_2D_MULTISAMPLE
#define GL_INT_SAMPLER_2D_MULTISAMPLE 0x9109
#endif //GL_INT_SAMPLER_2D_MULTISAMPLE
#ifndef GL_UNSIGNED_INT_SAMPLER_2D_MULTISAMPLE
#define GL_UNSIGNED_INT_SAMPLER_2D_MULTISAMPLE 0x910A
#endif //GL_UNSIGNED_INT_SAMPLER_2D_MULTISAMPLE
#ifndef GL_MAX_COLOR_TEXTURE_SAMPLES
#define GL_MAX_COLOR_TEXTURE_SAMPLES 0x910E
#endif //GL_MAX_COLOR_TEXTURE_SAMPLES
#ifndef GL_MAX_DEPTH_TEXTURE_SAMPLES
#define GL_MAX_DEPTH_TEXTURE_SAMPLES 0x910F
#endif //GL_MAX_DEPTH_TEXTURE_SAMPLES
#ifndef GL_MAX_INTEGER_SAMPLES
#define GL_MAX_INTEGER_SAMPLES 0x9110
#endif //GL_MAX_INTEGER_SAMPLES
#ifndef GL_MAX_SERVER_WAIT_TIMEOUT
#define GL_MAX_SERVER_WAIT_TIMEOUT 0x9111
#endif //GL_MAX_SERVER_WAIT_TIMEOUT
#ifndef GL_OBJECT_TYPE
#define GL_OBJECT_TYPE 0x9112
#endif //GL_OBJECT_TYPE
#ifndef GL_SYNC_CONDITION
#define GL_SYNC_CONDITION 0x9113
#endif //GL_SYNC_CONDITION
#ifndef GL_SYNC_STATUS
#define GL_SYNC_STATUS 0x9114
#endif //GL_SYNC_STATUS
#ifndef GL_SYNC_FLAGS
#define GL_SYNC_FLAGS 0x9115
#endif //GL_SYNC_FLAGS
#ifndef GL_SYNC_FENCE
#define GL_SYNC_FENCE 0x9116
#endif //GL_SYNC_FENCE
#ifndef GL_SYNC_GPU_COMMANDS_COMPLETE
#define GL_SYNC_GPU_COMMANDS_COMPLETE 0x9117
#endif //GL_SYNC_GPU_COMMANDS_COMPLETE
#ifndef GL_UNSIGNALED
#define GL_UNSIGNALED 0x9118
#endif //GL_UNSIGNALED
#ifndef GL_SIGNALED
#define GL_SIGNALED 0x9119
#endif //GL_SIGNALED
#ifndef GL_ALREADY_SIGNALED
#define GL_ALREADY_SIGNALED 0x911A
#endif //GL_ALREADY_SIGNALED
#ifndef GL_TIMEOUT_EXPIRED
#define GL_TIMEOUT_EXPIRED 0x911B
#endif //GL_TIMEOUT_EXPIRED
#ifndef GL_CONDITION_SATISFIED
#define GL_CONDITION_SATISFIED 0x911C
#endif //GL_CONDITION_SATISFIED
#ifndef GL_WAIT_FAILED
#define GL_WAIT_FAILED 0x911D
#endif //GL_WAIT_FAILED
#ifndef GL_BUFFER_ACCESS_FLAGS
#define GL_BUFFER_ACCESS_FLAGS 0x911F
#endif //GL_BUFFER_ACCESS_FLAGS
#ifndef GL_BUFFER_MAP_LENGTH
#define GL_BUFFER_MAP_LENGTH 0x9120
#endif //GL_BUFFER_MAP_LENGTH
#ifndef GL_BUFFER_MAP_OFFSET
#define GL_BUFFER_MAP_OFFSET 0x9121
#endif //GL_BUFFER_MAP_OFFSET
#ifndef GL_MAX_VERTEX_OUTPUT_COMPONENTS
#define GL_MAX_VERTEX_OUTPUT_COMPONENTS 0x9122
#endif //GL_MAX_VERTEX_OUTPUT_COMPONENTS
#ifndef GL_MAX_FRAGMENT_INPUT_COMPONENTS
#define GL_MAX_FRAGMENT_INPUT_COMPONENTS 0x9125
#endif //GL_MAX_FRAGMENT_INPUT_COMPONENTS
#ifndef GL_TEXTURE_IMMUTABLE_FORMAT
#define GL_TEXTURE_IMMUTABLE_FORMAT 0x912F
#endif //GL_TEXTURE_IMMUTABLE_FORMAT
#ifndef GL_COMPUTE_SHADER
#define GL_COMPUTE_SHADER 0x91B9
#endif //GL_COMPUTE_SHADER
#ifndef GL_MAX_COMPUTE_UNIFORM_BLOCKS
#define GL_MAX_COMPUTE_UNIFORM_BLOCKS 0x91BB
#endif //GL_MAX_COMPUTE_UNIFORM_BLOCKS
#ifndef GL_MAX_COMPUTE_TEXTURE_IMAGE_UNITS
#define GL_MAX_COMPUTE_TEXTURE_IMAGE_UNITS 0x91BC
#endif //GL_MAX_COMPUTE_TEXTURE_IMAGE_UNITS
#ifndef GL_MAX_COMPUTE_IMAGE_UNIFORMS
#define GL_MAX_COMPUTE_IMAGE_UNIFORMS 0x91BD
#endif //GL_MAX_COMPUTE_IMAGE_UNIFORMS
#ifndef GL_MAX_COMPUTE_WORK_GROUP_COUNT
#define GL_MAX_COMPUTE_WORK_GROUP_COUNT 0x91BE
#endif //GL_MAX_COMPUTE_WORK_GROUP_COUNT
#ifndef GL_MAX_COMPUTE_WORK_GROUP_SIZE
#define GL_MAX_COMPUTE_WORK_GROUP_SIZE 0x91BF
#endif //GL_MAX_COMPUTE_WORK_GROUP_SIZE
#ifndef GL_COMPRESSED_R11_EAC
#define GL_COMPRESSED_R11_EAC 0x9270
#endif //GL_COMPRESSED_R11_EAC
#ifndef GL_COMPRESSED_SIGNED_R11_EAC
#define GL_COMPRESSED_SIGNED_R11_EAC 0x9271
#endif //GL_COMPRESSED_SIGNED_R11_EAC
#ifndef GL_COMPRESSED_RG11_EAC
#define GL_COMPRESSED_RG11_EAC 0x9272
#endif //GL_COMPRESSED_RG11_EAC
#ifndef GL_COMPRESSED_SIGNED_RG11_EAC
#define GL_COMPRESSED_SIGNED_RG11_EAC 0x9273
#endif //GL_COMPRESSED_SIGNED_RG11_EAC
#ifndef GL_COMPRESSED_RGB8_ETC2
#define GL_COMPRESSED_RGB8_ETC2 0x9274
#endif //GL_COMPRESSED_RGB8_ETC2
#ifndef GL_COMPRESSED_SRGB8_ETC2
#define GL_COMPRESSED_SRGB8_ETC2 0x9275
#endif //GL_COMPRESSED_SRGB8_ETC2
#ifndef GL_COMPRESSED_RGB8_PUNCHTHROUGH_ALPHA1_ETC2
#define GL_COMPRESSED_RGB8_PUNCHTHROUGH_ALPHA1_ETC2 0x9276
#endif //GL_COMPRESSED_RGB8_PUNCHTHROUGH_ALPHA1_ETC2
#ifndef GL_COMPRESSED_SRGB8_PUNCHTHROUGH_ALPHA1_ETC2
#define GL_COMPRESSED_SRGB8_PUNCHTHROUGH_ALPHA1_ETC2 0x9277
#endif //GL_COMPRESSED_SRGB8_PUNCHTHROUGH_ALPHA1_ETC2
#ifndef GL_COMPRESSED_RGBA8_ETC2_EAC
#define GL_COMPRESSED_RGBA8_ETC2_EAC 0x9278
#endif //GL_COMPRESSED_RGBA8_ETC2_EAC
#ifndef GL_COMPRESSED_SRGB8_ALPHA8_ETC2_EAC
#define GL_COMPRESSED_SRGB8_ALPHA8_ETC2_EAC 0x9279
#endif //GL_COMPRESSED_SRGB8_ALPHA8_ETC2_EAC
#ifndef GL_ATOMIC_COUNTER_BUFFER
#define GL_ATOMIC_COUNTER_BUFFER 0x92C0
#endif //GL_ATOMIC_COUNTER_BUFFER
#ifndef GL_ATOMIC_COUNTER_BUFFER_BINDING
#define GL_ATOMIC_COUNTER_BUFFER_BINDING 0x92C1
#endif //GL_ATOMIC_COUNTER_BUFFER_BINDING
#ifndef GL_ATOMIC_COUNTER_BUFFER_START
#define GL_ATOMIC_COUNTER_BUFFER_START 0x92C2
#endif //GL_ATOMIC_COUNTER_BUFFER_START
#ifndef GL_ATOMIC_COUNTER_BUFFER_SIZE
#define GL_ATOMIC_COUNTER_BUFFER_SIZE 0x92C3
#endif //GL_ATOMIC_COUNTER_BUFFER_SIZE
#ifndef GL_MAX_VERTEX_ATOMIC_COUNTER_BUFFERS
#define GL_MAX_VERTEX_ATOMIC_COUNTER_BUFFERS 0x92CC
#endif //GL_MAX_VERTEX_ATOMIC_COUNTER_BUFFERS
#ifndef GL_MAX_FRAGMENT_ATOMIC_COUNTER_BUFFERS
#define GL_MAX_FRAGMENT_ATOMIC_COUNTER_BUFFERS 0x92D0
#endif //GL_MAX_FRAGMENT_ATOMIC_COUNTER_BUFFERS
#ifndef GL_MAX_COMBINED_ATOMIC_COUNTER_BUFFERS
#define GL_MAX_COMBINED_ATOMIC_COUNTER_BUFFERS 0x92D1
#endif //GL_MAX_COMBINED_ATOMIC_COUNTER_BUFFERS
#ifndef GL_MAX_VERTEX_ATOMIC_COUNTERS
#define GL_MAX_VERTEX_ATOMIC_COUNTERS 0x92D2
#endif //GL_MAX_VERTEX_ATOMIC_COUNTERS
#ifndef GL_MAX_FRAGMENT_ATOMIC_COUNTERS
#define GL_MAX_FRAGMENT_ATOMIC_COUNTERS 0x92D6
#endif //GL_MAX_FRAGMENT_ATOMIC_COUNTERS
#ifndef GL_MAX_COMBINED_ATOMIC_COUNTERS
#define GL_MAX_COMBINED_ATOMIC_COUNTERS 0x92D7
#endif //GL_MAX_COMBINED_ATOMIC_COUNTERS
#ifndef GL_MAX_ATOMIC_COUNTER_BUFFER_SIZE
#define GL_MAX_ATOMIC_COUNTER_BUFFER_SIZE 0x92D8
#endif //GL_MAX_ATOMIC_COUNTER_BUFFER_SIZE
#ifndef GL_ACTIVE_ATOMIC_COUNTER_BUFFERS
#define GL_ACTIVE_ATOMIC_COUNTER_BUFFERS 0x92D9
#endif //GL_ACTIVE_ATOMIC_COUNTER_BUFFERS
#ifndef GL_UNSIGNED_INT_ATOMIC_COUNTER
#define GL_UNSIGNED_INT_ATOMIC_COUNTER 0x92DB
#endif //GL_UNSIGNED_INT_ATOMIC_COUNTER
#ifndef GL_MAX_ATOMIC_COUNTER_BUFFER_BINDINGS
#define GL_MAX_ATOMIC_COUNTER_BUFFER_BINDINGS 0x92DC
#endif //GL_MAX_ATOMIC_COUNTER_BUFFER_BINDINGS
#ifndef GL_UNIFORM
#define GL_UNIFORM 0x92E1
#endif //GL_UNIFORM
#ifndef GL_UNIFORM_BLOCK
#define GL_UNIFORM_BLOCK 0x92E2
#endif //GL_UNIFORM_BLOCK
#ifndef GL_PROGRAM_INPUT
#define GL_PROGRAM_INPUT 0x92E3
#endif //GL_PROGRAM_INPUT
#ifndef GL_PROGRAM_OUTPUT
#define GL_PROGRAM_OUTPUT 0x92E4
#endif //GL_PROGRAM_OUTPUT
#ifndef GL_BUFFER_VARIABLE
#define GL_BUFFER_VARIABLE 0x92E5
#endif //GL_BUFFER_VARIABLE
#ifndef GL_SHADER_STORAGE_BLOCK
#define GL_SHADER_STORAGE_BLOCK 0x92E6
#endif //GL_SHADER_STORAGE_BLOCK
#ifndef GL_TRANSFORM_FEEDBACK_VARYING
#define GL_TRANSFORM_FEEDBACK_VARYING 0x92F4
#endif //GL_TRANSFORM_FEEDBACK_VARYING
#ifndef GL_ACTIVE_RESOURCES
#define GL_ACTIVE_RESOURCES 0x92F5
#endif //GL_ACTIVE_RESOURCES
#ifndef GL_MAX_NAME_LENGTH
#define GL_MAX_NAME_LENGTH 0x92F6
#endif //GL_MAX_NAME_LENGTH
#ifndef GL_MAX_NUM_ACTIVE_VARIABLES
#define GL_MAX_NUM_ACTIVE_VARIABLES 0x92F7
#endif //GL_MAX_NUM_ACTIVE_VARIABLES
#ifndef GL_NAME_LENGTH
#define GL_NAME_LENGTH 0x92F9
#endif //GL_NAME_LENGTH
#ifndef GL_TYPE
#define GL_TYPE 0x92FA
#endif //GL_TYPE
#ifndef GL_ARRAY_SIZE
#define GL_ARRAY_SIZE 0x92FB
#endif //GL_ARRAY_SIZE
#ifndef GL_OFFSET
#define GL_OFFSET 0x92FC
#endif //GL_OFFSET
#ifndef GL_BLOCK_INDEX
#define GL_BLOCK_INDEX 0x92FD
#endif //GL_BLOCK_INDEX
#ifndef GL_ARRAY_STRIDE
#define GL_ARRAY_STRIDE 0x92FE
#endif //GL_ARRAY_STRIDE
#ifndef GL_MATRIX_STRIDE
#define GL_MATRIX_STRIDE 0x92FF
#endif //GL_MATRIX_STRIDE
#ifndef GL_IS_ROW_MAJOR
#define GL_IS_ROW_MAJOR 0x9300
#endif //GL_IS_ROW_MAJOR
#ifndef GL_ATOMIC_COUNTER_BUFFER_INDEX
#define GL_ATOMIC_COUNTER_BUFFER_INDEX 0x9301
#endif //GL_ATOMIC_COUNTER_BUFFER_INDEX
#ifndef GL_BUFFER_BINDING
#define GL_BUFFER_BINDING 0x9302
#endif //GL_BUFFER_BINDING
#ifndef GL_BUFFER_DATA_SIZE
#define GL_BUFFER_DATA_SIZE 0x9303
#endif //GL_BUFFER_DATA_SIZE
#ifndef GL_NUM_ACTIVE_VARIABLES
#define GL_NUM_ACTIVE_VARIABLES 0x9304
#endif //GL_NUM_ACTIVE_VARIABLES
#ifndef GL_ACTIVE_VARIABLES
#define GL_ACTIVE_VARIABLES 0x9305
#endif //GL_ACTIVE_VARIABLES
#ifndef GL_REFERENCED_BY_VERTEX_SHADER
#define GL_REFERENCED_BY_VERTEX_SHADER 0x9306
#endif //GL_REFERENCED_BY_VERTEX_SHADER
#ifndef GL_REFERENCED_BY_FRAGMENT_SHADER
#define GL_REFERENCED_BY_FRAGMENT_SHADER 0x930A
#endif //GL_REFERENCED_BY_FRAGMENT_SHADER
#ifndef GL_REFERENCED_BY_COMPUTE_SHADER
#define GL_REFERENCED_BY_COMPUTE_SHADER 0x930B
#endif //GL_REFERENCED_BY_COMPUTE_SHADER
#ifndef GL_TOP_LEVEL_ARRAY_SIZE
#define GL_TOP_LEVEL_ARRAY_SIZE 0x930C
#endif //GL_TOP_LEVEL_ARRAY_SIZE
#ifndef GL_TOP_LEVEL_ARRAY_STRIDE
#define GL_TOP_LEVEL_ARRAY_STRIDE 0x930D
#endif //GL_TOP_LEVEL_ARRAY_STRIDE
#ifndef GL_LOCATION
#define GL_LOCATION 0x930E
#endif //GL_LOCATION
#ifndef GL_FRAMEBUFFER_DEFAULT_WIDTH
#define GL_FRAMEBUFFER_DEFAULT_WIDTH 0x9310
#endif //GL_FRAMEBUFFER_DEFAULT_WIDTH
#ifndef GL_FRAMEBUFFER_DEFAULT_HEIGHT
#define GL_FRAMEBUFFER_DEFAULT_HEIGHT 0x9311
#endif //GL_FRAMEBUFFER_DEFAULT_HEIGHT
#ifndef GL_FRAMEBUFFER_DEFAULT_SAMPLES
#define GL_FRAMEBUFFER_DEFAULT_SAMPLES 0x9313
#endif //GL_FRAMEBUFFER_DEFAULT_SAMPLES
#ifndef GL_FRAMEBUFFER_DEFAULT_FIXED_SAMPLE_LOCATIONS
#define GL_FRAMEBUFFER_DEFAULT_FIXED_SAMPLE_LOCATIONS 0x9314
#endif //GL_FRAMEBUFFER_DEFAULT_FIXED_SAMPLE_LOCATIONS
#ifndef GL_MAX_FRAMEBUFFER_WIDTH
#define GL_MAX_FRAMEBUFFER_WIDTH 0x9315
#endif //GL_MAX_FRAMEBUFFER_WIDTH
#ifndef GL_MAX_FRAMEBUFFER_HEIGHT
#define GL_MAX_FRAMEBUFFER_HEIGHT 0x9316
#endif //GL_MAX_FRAMEBUFFER_HEIGHT
#ifndef GL_MAX_FRAMEBUFFER_SAMPLES
#define GL_MAX_FRAMEBUFFER_SAMPLES 0x9318
#endif //GL_MAX_FRAMEBUFFER_SAMPLES
#ifndef GL_NUM_SAMPLE_COUNTS
#define GL_NUM_SAMPLE_COUNTS 0x9380
#endif //GL_NUM_SAMPLE_COUNTS
#ifndef GL_ALL_BARRIER_BITS
#define GL_ALL_BARRIER_BITS 0xFFFFFFFF
#endif //GL_ALL_BARRIER_BITS
#ifndef GL_ALL_SHADER_BITS
#define GL_ALL_SHADER_BITS 0xFFFFFFFF
#endif //GL_ALL_SHADER_BITS
#ifndef GL_INVALID_INDEX
#define GL_INVALID_INDEX 0xFFFFFFFF
#endif //GL_INVALID_INDEX
#ifndef GL_TIMEOUT_IGNORED
#define GL_TIMEOUT_IGNORED 0xFFFFFFFFFFFFFFFF
#endif //GL_TIMEOUT_IGNORED
#ifndef GL_ONE
#define GL_ONE 1
#endif //GL_ONE
#ifndef GL_TRUE
#define GL_TRUE 1
#endif //GL_TRUE
extern "C" {
extern void glActiveShaderProgram(GLuint,GLuint);
extern void glActiveTexture(GLenum);
extern void glAttachShader(GLuint,GLuint);
extern void glBeginQuery(GLenum,GLuint);
extern void glBeginTransformFeedback(GLenum);
extern void glBindAttribLocation(GLuint,GLuint,const GLchar *);
extern void glBindBuffer(GLenum,GLuint);
extern void glBindBufferBase(GLenum,GLuint,GLuint);
extern void glBindBufferRange(GLenum,GLuint,GLuint,GLintptr,GLsizeiptr);
extern void glBindFramebuffer(GLenum,GLuint);
extern void glBindImageTexture(GLuint,GLuint,GLint,GLboolean,GLint,GLenum,GLenum);
extern void glBindProgramPipeline(GLuint);
extern void glBindRenderbuffer(GLenum,GLuint);
extern void glBindSampler(GLuint,GLuint);
extern void glBindTexture(GLenum,GLuint);
extern void glBindTransformFeedback(GLenum,GLuint);
extern void glBindVertexArray(GLuint);
extern void glBindVertexBuffer(GLuint,GLuint,GLintptr,GLsizei);
extern void glBlendColor(GLfloat,GLfloat,GLfloat,GLfloat);
extern void glBlendEquation(GLenum);
extern void glBlendEquationSeparate(GLenum,GLenum);
extern void glBlendFunc(GLenum,GLenum);
extern void glBlendFuncSeparate(GLenum,GLenum,GLenum,GLenum);
extern void glBlitFramebuffer(GLint,GLint,GLint,GLint,GLint,GLint,GLint,GLint,GLbitfield,GLenum);
extern void glBufferData(GLenum,GLsizeiptr,const void *,GLenum);
extern void glBufferSubData(GLenum,GLintptr,GLsizeiptr,const void *);
extern GLenum glCheckFramebufferStatus(GLenum);
extern void glClear(GLbitfield);
extern void glClearBufferfi(GLenum,GLint,GLfloat,GLint);
extern void glClearBufferfv(GLenum,GLint,const GLfloat *);
extern void glClearBufferiv(GLenum,GLint,const GLint *);
extern void glClearBufferuiv(GLenum,GLint,const GLuint *);
extern void glClearColor(GLfloat,GLfloat,GLfloat,GLfloat);
extern void glClearDepthf(GLfloat);
extern void glClearStencil(GLint);
extern GLenum glClientWaitSync(GLsync,GLbitfield,GLuint64);
extern void glColorMask(GLboolean,GLboolean,GLboolean,GLboolean);
extern void glCompileShader(GLuint);
extern void glCompressedTexImage2D(GLenum,GLint,GLenum,GLsizei,GLsizei,GLint,GLsizei,const void *);
extern void glCompressedTexImage3D(GLenum,GLint,GLenum,GLsizei,GLsizei,GLsizei,GLint,GLsizei,const void *);
extern void glCompressedTexSubImage2D(GLenum,GLint,GLint,GLint,GLsizei,GLsizei,GLenum,GLsizei,const void *);
extern void glCompressedTexSubImage3D(GLenum,GLint,GLint,GLint,GLint,GLsizei,GLsizei,GLsizei,GLenum,GLsizei,const void *);
extern void glCopyBufferSubData(GLenum,GLenum,GLintptr,GLintptr,GLsizeiptr);
extern void glCopyTexImage2D(GLenum,GLint,GLenum,GLint,GLint,GLsizei,GLsizei,GLint);
extern void glCopyTexSubImage2D(GLenum,GLint,GLint,GLint,GLint,GLint,GLsizei,GLsizei);
extern void glCopyTexSubImage3D(GLenum,GLint,GLint,GLint,GLint,GLint,GLint,GLsizei,GLsizei);
extern GLuint glCreateProgram();
extern GLuint glCreateShader(GLenum);
extern GLuint glCreateShaderProgramv(GLenum,GLsizei,const GLchar *const*);
extern void glCullFace(GLenum);
extern void glDeleteBuffers(GLsizei,const GLuint *);
extern void glDeleteFramebuffers(GLsizei,const GLuint *);
extern void glDeleteProgram(GLuint);
extern void glDeleteProgramPipelines(GLsizei,const GLuint *);
extern void glDeleteQueries(GLsizei,const GLuint *);
extern void glDeleteRenderbuffers(GLsizei,const GLuint *);
extern void glDeleteSamplers(GLsizei,const GLuint *);
extern void glDeleteShader(GLuint);
extern void glDeleteSync(GLsync);
extern void glDeleteTextures(GLsizei,const GLuint *);
extern void glDeleteTransformFeedbacks(GLsizei,const GLuint *);
extern void glDeleteVertexArrays(GLsizei,const GLuint *);
extern void glDepthFunc(GLenum);
extern void glDepthMask(GLboolean);
extern void glDepthRangef(GLfloat,GLfloat);
extern void glDetachShader(GLuint,GLuint);
extern void glDisable(GLenum);
extern void glDisableVertexAttribArray(GLuint);
extern void glDispatchCompute(GLuint,GLuint,GLuint);
extern void glDispatchComputeIndirect(GLintptr);
extern void glDrawArrays(GLenum,GLint,GLsizei);
extern void glDrawArraysIndirect(GLenum,const void *);
extern void glDrawArraysInstanced(GLenum,GLint,GLsizei,GLsizei);
extern void glDrawBuffers(GLsizei,const GLenum *);
extern void glDrawElements(GLenum,GLsizei,GLenum,const void *);
extern void glDrawElementsIndirect(GLenum,GLenum,const void *);
extern void glDrawElementsInstanced(GLenum,GLsizei,GLenum,const void *,GLsizei);
extern void glDrawRangeElements(GLenum,GLuint,GLuint,GLsizei,GLenum,const void *);
extern void glEnable(GLenum);
extern void glEnableVertexAttribArray(GLuint);
extern void glEndQuery(GLenum);
extern void glEndTransformFeedback();
extern GLsync glFenceSync(GLenum,GLbitfield);
extern void glFinish();
extern void glFlush();
extern void glFlushMappedBufferRange(GLenum,GLintptr,GLsizeiptr);
extern void glFramebufferParameteri(GLenum,GLenum,GLint);
extern void glFramebufferRenderbuffer(GLenum,GLenum,GLenum,GLuint);
extern void glFramebufferTexture2D(GLenum,GLenum,GLenum,GLuint,GLint);
extern void glFramebufferTextureLayer(GLenum,GLenum,GLuint,GLint,GLint);
extern void glFrontFace(GLenum);
extern void glGenBuffers(GLsizei,GLuint *);
extern void glGenFramebuffers(GLsizei,GLuint *);
extern void glGenProgramPipelines(GLsizei,GLuint *);
extern void glGenQueries(GLsizei,GLuint *);
extern void glGenRenderbuffers(GLsizei,GLuint *);
extern void glGenSamplers(GLsizei,GLuint *);
extern void glGenTextures(GLsizei,GLuint *);
extern void glGenTransformFeedbacks(GLsizei,GLuint *);
extern void glGenVertexArrays(GLsizei,GLuint *);
extern void glGenerateMipmap(GLenum);
extern void glGetActiveAttrib(GLuint,GLuint,GLsizei,GLsizei *,GLint *,GLenum *,GLchar *);
extern void glGetActiveUniform(GLuint,GLuint,GLsizei,GLsizei *,GLint *,GLenum *,GLchar *);
extern void glGetActiveUniformBlockName(GLuint,GLuint,GLsizei,GLsizei *,GLchar *);
extern void glGetActiveUniformBlockiv(GLuint,GLuint,GLenum,GLint *);
extern void glGetActiveUniformsiv(GLuint,GLsizei,const GLuint *,GLenum,GLint *);
extern void glGetAttachedShaders(GLuint,GLsizei,GLsizei *,GLuint *);
extern GLint glGetAttribLocation(GLuint,const GLchar *);
extern void glGetBooleani_v(GLenum,GLuint,GLboolean *);
extern void glGetBooleanv(GLenum,GLboolean *);
extern void glGetBufferParameteri64v(GLenum,GLenum,GLint64 *);
extern void glGetBufferParameteriv(GLenum,GLenum,GLint *);
extern void glGetBufferPointerv(GLenum,GLenum,void **);
extern GLenum glGetError();
extern void glGetFloatv(GLenum,GLfloat *);
extern GLint glGetFragDataLocation(GLuint,const GLchar *);
extern void glGetFramebufferAttachmentParameteriv(GLenum,GLenum,GLenum,GLint *);
extern void glGetFramebufferParameteriv(GLenum,GLenum,GLint *);
extern void glGetInteger64i_v(GLenum,GLuint,GLint64 *);
extern void glGetInteger64v(GLenum,GLint64 *);
extern void glGetIntegeri_v(GLenum,GLuint,GLint *);
extern void glGetIntegerv(GLenum,GLint *);
extern void glGetInternalformativ(GLenum,GLenum,GLenum,GLsizei,GLint *);
extern void glGetMultisamplefv(GLenum,GLuint,GLfloat *);
extern void glGetProgramBinary(GLuint,GLsizei,GLsizei *,GLenum *,void *);
extern void glGetProgramInfoLog(GLuint,GLsizei,GLsizei *,GLchar *);
extern void glGetProgramInterfaceiv(GLuint,GLenum,GLenum,GLint *);
extern void glGetProgramPipelineInfoLog(GLuint,GLsizei,GLsizei *,GLchar *);
extern void glGetProgramPipelineiv(GLuint,GLenum,GLint *);
extern GLuint glGetProgramResourceIndex(GLuint,GLenum,const GLchar *);
extern GLint glGetProgramResourceLocation(GLuint,GLenum,const GLchar *);
extern void glGetProgramResourceName(GLuint,GLenum,GLuint,GLsizei,GLsizei *,GLchar *);
extern void glGetProgramResourceiv(GLuint,GLenum,GLuint,GLsizei,const GLenum *,GLsizei,GLsizei *,GLint *);
extern void glGetProgramiv(GLuint,GLenum,GLint *);
extern void glGetQueryObjectuiv(GLuint,GLenum,GLuint *);
extern void glGetQueryiv(GLenum,GLenum,GLint *);
extern void glGetRenderbufferParameteriv(GLenum,GLenum,GLint *);
extern void glGetSamplerParameterfv(GLuint,GLenum,GLfloat *);
extern void glGetSamplerParameteriv(GLuint,GLenum,GLint *);
extern void glGetShaderInfoLog(GLuint,GLsizei,GLsizei *,GLchar *);
extern void glGetShaderPrecisionFormat(GLenum,GLenum,GLint *,GLint *);
extern void glGetShaderSource(GLuint,GLsizei,GLsizei *,GLchar *);
extern void glGetShaderiv(GLuint,GLenum,GLint *);
extern const GLubyte * glGetString(GLenum);
extern const GLubyte * glGetStringi(GLenum,GLuint);
extern void glGetSynciv(GLsync,GLenum,GLsizei,GLsizei *,GLint *);
extern void glGetTexLevelParameterfv(GLenum,GLint,GLenum,GLfloat *);
extern void glGetTexLevelParameteriv(GLenum,GLint,GLenum,GLint *);
extern void glGetTexParameterfv(GLenum,GLenum,GLfloat *);
extern void glGetTexParameteriv(GLenum,GLenum,GLint *);
extern void glGetTransformFeedbackVarying(GLuint,GLuint,GLsizei,GLsizei *,GLsizei *,GLenum *,GLchar *);
extern GLuint glGetUniformBlockIndex(GLuint,const GLchar *);
extern void glGetUniformIndices(GLuint,GLsizei,const GLchar *const*,GLuint *);
extern GLint glGetUniformLocation(GLuint,const GLchar *);
extern void glGetUniformfv(GLuint,GLint,GLfloat *);
extern void glGetUniformiv(GLuint,GLint,GLint *);
extern void glGetUniformuiv(GLuint,GLint,GLuint *);
extern void glGetVertexAttribIiv(GLuint,GLenum,GLint *);
extern void glGetVertexAttribIuiv(GLuint,GLenum,GLuint *);
extern void glGetVertexAttribPointerv(GLuint,GLenum,void **);
extern void glGetVertexAttribfv(GLuint,GLenum,GLfloat *);
extern void glGetVertexAttribiv(GLuint,GLenum,GLint *);
extern void glHint(GLenum,GLenum);
extern void glInvalidateFramebuffer(GLenum,GLsizei,const GLenum *);
extern void glInvalidateSubFramebuffer(GLenum,GLsizei,const GLenum *,GLint,GLint,GLsizei,GLsizei);
extern GLboolean glIsBuffer(GLuint);
extern GLboolean glIsEnabled(GLenum);
extern GLboolean glIsFramebuffer(GLuint);
extern GLboolean glIsProgram(GLuint);
extern GLboolean glIsProgramPipeline(GLuint);
extern GLboolean glIsQuery(GLuint);
extern GLboolean glIsRenderbuffer(GLuint);
extern GLboolean glIsSampler(GLuint);
extern GLboolean glIsShader(GLuint);
extern GLboolean glIsSync(GLsync);
extern GLboolean glIsTexture(GLuint);
extern GLboolean glIsTransformFeedback(GLuint);
extern GLboolean glIsVertexArray(GLuint);
extern void glLineWidth(GLfloat);
extern void glLinkProgram(GLuint);
extern void * glMapBufferRange(GLenum,GLintptr,GLsizeiptr,GLbitfield);
extern void glMemoryBarrier(GLbitfield);
extern void glMemoryBarrierByRegion(GLbitfield);
extern void glPauseTransformFeedback();
extern void glPixelStorei(GLenum,GLint);
extern void glPolygonOffset(GLfloat,GLfloat);
extern void glProgramBinary(GLuint,GLenum,const void *,GLsizei);
extern void glProgramParameteri(GLuint,GLenum,GLint);
extern void glProgramUniform1f(GLuint,GLint,GLfloat);
extern void glProgramUniform1fv(GLuint,GLint,GLsizei,const GLfloat *);
extern void glProgramUniform1i(GLuint,GLint,GLint);
extern void glProgramUniform1iv(GLuint,GLint,GLsizei,const GLint *);
extern void glProgramUniform1ui(GLuint,GLint,GLuint);
extern void glProgramUniform1uiv(GLuint,GLint,GLsizei,const GLuint *);
extern void glProgramUniform2f(GLuint,GLint,GLfloat,GLfloat);
extern void glProgramUniform2fv(GLuint,GLint,GLsizei,const GLfloat *);
extern void glProgramUniform2i(GLuint,GLint,GLint,GLint);
extern void glProgramUniform2iv(GLuint,GLint,GLsizei,const GLint *);
extern void glProgramUniform2ui(GLuint,GLint,GLuint,GLuint);
extern void glProgramUniform2uiv(GLuint,GLint,GLsizei,const GLuint *);
extern void glProgramUniform3f(GLuint,GLint,GLfloat,GLfloat,GLfloat);
extern void glProgramUniform3fv(GLuint,GLint,GLsizei,const GLfloat *);
extern void glProgramUniform3i(GLuint,GLint,GLint,GLint,GLint);
extern void glProgramUniform3iv(GLuint,GLint,GLsizei,const GLint *);
extern void glProgramUniform3ui(GLuint,GLint,GLuint,GLuint,GLuint);
extern void glProgramUniform3uiv(GLuint,GLint,GLsizei,const GLuint *);
extern void glProgramUniform4f(GLuint,GLint,GLfloat,GLfloat,GLfloat,GLfloat);
extern void glProgramUniform4fv(GLuint,GLint,GLsizei,const GLfloat *);
extern void glProgramUniform4i(GLuint,GLint,GLint,GLint,GLint,GLint);
extern void glProgramUniform4iv(GLuint,GLint,GLsizei,const GLint *);
extern void glProgramUniform4ui(GLuint,GLint,GLuint,GLuint,GLuint,GLuint);
extern void glProgramUniform4uiv(GLuint,GLint,GLsizei,const GLuint *);
extern void glProgramUniformMatrix2fv(GLuint,GLint,GLsizei,GLboolean,const GLfloat *);
extern void glProgramUniformMatrix2x3fv(GLuint,GLint,GLsizei,GLboolean,const GLfloat *);
extern void glProgramUniformMatrix2x4fv(GLuint,GLint,GLsizei,GLboolean,const GLfloat *);
extern void glProgramUniformMatrix3fv(GLuint,GLint,GLsizei,GLboolean,const GLfloat *);
extern void glProgramUniformMatrix3x2fv(GLuint,GLint,GLsizei,GLboolean,const GLfloat *);
extern void glProgramUniformMatrix3x4fv(GLuint,GLint,GLsizei,GLboolean,const GLfloat *);
extern void glProgramUniformMatrix4fv(GLuint,GLint,GLsizei,GLboolean,const GLfloat *);
extern void glProgramUniformMatrix4x2fv(GLuint,GLint,GLsizei,GLboolean,const GLfloat *);
extern void glProgramUniformMatrix4x3fv(GLuint,GLint,GLsizei,GLboolean,const GLfloat *);
extern void glReadBuffer(GLenum);
extern void glReadPixels(GLint,GLint,GLsizei,GLsizei,GLenum,GLenum,void *);
extern void glReleaseShaderCompiler();
extern void glRenderbufferStorage(GLenum,GLenum,GLsizei,GLsizei);
extern void glRenderbufferStorageMultisample(GLenum,GLsizei,GLenum,GLsizei,GLsizei);
extern void glResumeTransformFeedback();
extern void glSampleCoverage(GLfloat,GLboolean);
extern void glSampleMaski(GLuint,GLbitfield);
extern void glSamplerParameterf(GLuint,GLenum,GLfloat);
extern void glSamplerParameterfv(GLuint,GLenum,const GLfloat *);
extern void glSamplerParameteri(GLuint,GLenum,GLint);
extern void glSamplerParameteriv(GLuint,GLenum,const GLint *);
extern void glScissor(GLint,GLint,GLsizei,GLsizei);
extern void glShaderBinary(GLsizei,const GLuint *,GLenum,const void *,GLsizei);
extern void glShaderSource(GLuint,GLsizei,const GLchar *const*,const GLint *);
extern void glStencilFunc(GLenum,GLint,GLuint);
extern void glStencilFuncSeparate(GLenum,GLenum,GLint,GLuint);
extern void glStencilMask(GLuint);
extern void glStencilMaskSeparate(GLenum,GLuint);
extern void glStencilOp(GLenum,GLenum,GLenum);
extern void glStencilOpSeparate(GLenum,GLenum,GLenum,GLenum);
extern void glTexImage2D(GLenum,GLint,GLint,GLsizei,GLsizei,GLint,GLenum,GLenum,const void *);
extern void glTexImage3D(GLenum,GLint,GLint,GLsizei,GLsizei,GLsizei,GLint,GLenum,GLenum,const void *);
extern void glTexParameterf(GLenum,GLenum,GLfloat);
extern void glTexParameterfv(GLenum,GLenum,const GLfloat *);
extern void glTexParameteri(GLenum,GLenum,GLint);
extern void glTexParameteriv(GLenum,GLenum,const GLint *);
extern void glTexStorage2D(GLenum,GLsizei,GLenum,GLsizei,GLsizei);
extern void glTexStorage2DMultisample(GLenum,GLsizei,GLenum,GLsizei,GLsizei,GLboolean);
extern void glTexStorage3D(GLenum,GLsizei,GLenum,GLsizei,GLsizei,GLsizei);
extern void glTexSubImage2D(GLenum,GLint,GLint,GLint,GLsizei,GLsizei,GLenum,GLenum,const void *);
extern void glTexSubImage3D(GLenum,GLint,GLint,GLint,GLint,GLsizei,GLsizei,GLsizei,GLenum,GLenum,const void *);
extern void glTransformFeedbackVaryings(GLuint,GLsizei,const GLchar *const*,GLenum);
extern void glUniform1f(GLint,GLfloat);
extern void glUniform1fv(GLint,GLsizei,const GLfloat *);
extern void glUniform1i(GLint,GLint);
extern void glUniform1iv(GLint,GLsizei,const GLint *);
extern void glUniform1ui(GLint,GLuint);
extern void glUniform1uiv(GLint,GLsizei,const GLuint *);
extern void glUniform2f(GLint,GLfloat,GLfloat);
extern void glUniform2fv(GLint,GLsizei,const GLfloat *);
extern void glUniform2i(GLint,GLint,GLint);
extern void glUniform2iv(GLint,GLsizei,const GLint *);
extern void glUniform2ui(GLint,GLuint,GLuint);
extern void glUniform2uiv(GLint,GLsizei,const GLuint *);
extern void glUniform3f(GLint,GLfloat,GLfloat,GLfloat);
extern void glUniform3fv(GLint,GLsizei,const GLfloat *);
extern void glUniform3i(GLint,GLint,GLint,GLint);
extern void glUniform3iv(GLint,GLsizei,const GLint *);
extern void glUniform3ui(GLint,GLuint,GLuint,GLuint);
extern void glUniform3uiv(GLint,GLsizei,const GLuint *);
extern void glUniform4f(GLint,GLfloat,GLfloat,GLfloat,GLfloat);
extern void glUniform4fv(GLint,GLsizei,const GLfloat *);
extern void glUniform4i(GLint,GLint,GLint,GLint,GLint);
extern void glUniform4iv(GLint,GLsizei,const GLint *);
extern void glUniform4ui(GLint,GLuint,GLuint,GLuint,GLuint);
extern void glUniform4uiv(GLint,GLsizei,const GLuint *);
extern void glUniformBlockBinding(GLuint,GLuint,GLuint);
extern void glUniformMatrix2fv(GLint,GLsizei,GLboolean,const GLfloat *);
extern void glUniformMatrix2x3fv(GLint,GLsizei,GLboolean,const GLfloat *);
extern void glUniformMatrix2x4fv(GLint,GLsizei,GLboolean,const GLfloat *);
extern void glUniformMatrix3fv(GLint,GLsizei,GLboolean,const GLfloat *);
extern void glUniformMatrix3x2fv(GLint,GLsizei,GLboolean,const GLfloat *);
extern void glUniformMatrix3x4fv(GLint,GLsizei,GLboolean,const GLfloat *);
extern void glUniformMatrix4fv(GLint,GLsizei,GLboolean,const GLfloat *);
extern void glUniformMatrix4x2fv(GLint,GLsizei,GLboolean,const GLfloat *);
extern void glUniformMatrix4x3fv(GLint,GLsizei,GLboolean,const GLfloat *);
extern GLboolean glUnmapBuffer(GLenum);
extern void glUseProgram(GLuint);
extern void glUseProgramStages(GLuint,GLbitfield,GLuint);
extern void glValidateProgram(GLuint);
extern void glValidateProgramPipeline(GLuint);
extern void glVertexAttrib1f(GLuint,GLfloat);
extern void glVertexAttrib1fv(GLuint,const GLfloat *);
extern void glVertexAttrib2f(GLuint,GLfloat,GLfloat);
extern void glVertexAttrib2fv(GLuint,const GLfloat *);
extern void glVertexAttrib3f(GLuint,GLfloat,GLfloat,GLfloat);
extern void glVertexAttrib3fv(GLuint,const GLfloat *);
extern void glVertexAttrib4f(GLuint,GLfloat,GLfloat,GLfloat,GLfloat);
extern void glVertexAttrib4fv(GLuint,const GLfloat *);
extern void glVertexAttribBinding(GLuint,GLuint);
extern void glVertexAttribDivisor(GLuint,GLuint);
extern void glVertexAttribFormat(GLuint,GLint,GLenum,GLboolean,GLuint);
extern void glVertexAttribI4i(GLuint,GLint,GLint,GLint,GLint);
extern void glVertexAttribI4iv(GLuint,const GLint *);
extern void glVertexAttribI4ui(GLuint,GLuint,GLuint,GLuint,GLuint);
extern void glVertexAttribI4uiv(GLuint,const GLuint *);
extern void glVertexAttribIFormat(GLuint,GLint,GLenum,GLuint);
extern void glVertexAttribIPointer(GLuint,GLint,GLenum,GLsizei,const void *);
extern void glVertexAttribPointer(GLuint,GLint,GLenum,GLboolean,GLsizei,const void *);
extern void glVertexBindingDivisor(GLuint,GLuint);
extern void glViewport(GLint,GLint,GLsizei,GLsizei);
extern void glWaitSync(GLsync,GLbitfield,GLuint64);
}
namespace gl{

static inline void ActiveShaderProgram(GLuint pipeline1,GLuint program1)
{
	 glActiveShaderProgram(pipeline1,program1);
}
static inline void ActiveTexture(GLenum texture1)
{
	 glActiveTexture(texture1);
}
static inline void AttachShader(GLuint program1,GLuint shader1)
{
	 glAttachShader(program1,shader1);
}
static inline void BeginQuery(GLenum target1,GLuint id1)
{
	 glBeginQuery(target1,id1);
}
static inline void BeginTransformFeedback(GLenum primitiveMode1)
{
	 glBeginTransformFeedback(primitiveMode1);
}
static inline void BindAttribLocation(GLuint program1,GLuint index1,const GLchar * name1)
{
	 glBindAttribLocation(program1,index1,name1);
}
static inline void BindBuffer(GLenum target1,GLuint buffer1)
{
	 glBindBuffer(target1,buffer1);
}
static inline void BindBufferBase(GLenum target1,GLuint index1,GLuint buffer1)
{
	 glBindBufferBase(target1,index1,buffer1);
}
static inline void BindBufferRange(GLenum target1,GLuint index1,GLuint buffer1,GLintptr offset1,GLsizeiptr size1)
{
	 glBindBufferRange(target1,index1,buffer1,offset1,size1);
}
static inline void BindFramebuffer(GLenum target1,GLuint framebuffer1)
{
	 glBindFramebuffer(target1,framebuffer1);
}
static inline void BindImageTexture(GLuint unit1,GLuint texture1,GLint level1,GLboolean layered1,GLint layer1,GLenum access1,GLenum format1)
{
	 glBindImageTexture(unit1,texture1,level1,layered1,layer1,access1,format1);
}
static inline void BindProgramPipeline(GLuint pipeline1)
{
	 glBindProgramPipeline(pipeline1);
}
static inline void BindRenderbuffer(GLenum target1,GLuint renderbuffer1)
{
	 glBindRenderbuffer(target1,renderbuffer1);
}
static inline void BindSampler(GLuint unit1,GLuint sampler1)
{
	 glBindSampler(unit1,sampler1);
}
static inline void BindTexture(GLenum target1,GLuint texture1)
{
	 glBindTexture(target1,texture1);
}
static inline void BindTransformFeedback(GLenum target1,GLuint id1)
{
	 glBindTransformFeedback(target1,id1);
}
static inline void BindVertexArray(GLuint array1)
{
	 glBindVertexArray(array1);
}
static inline void BindVertexBuffer(GLuint bindingindex1,GLuint buffer1,GLintptr offset1,GLsizei stride1)
{
	 glBindVertexBuffer(bindingindex1,buffer1,offset1,stride1);
}
static inline void BlendColor(GLfloat red1,GLfloat green1,GLfloat blue1,GLfloat alpha1)
{
	 glBlendColor(red1,green1,blue1,alpha1);
}
static inline void BlendEquation(GLenum mode1)
{
	 glBlendEquation(mode1);
}
static inline void BlendEquationSeparate(GLenum modeRGB1,GLenum modeAlpha1)
{
	 glBlendEquationSeparate(modeRGB1,modeAlpha1);
}
static inline void BlendFunc(GLenum sfactor1,GLenum dfactor1)
{
	 glBlendFunc(sfactor1,dfactor1);
}
static inline void BlendFuncSeparate(GLenum sfactorRGB1,GLenum dfactorRGB1,GLenum sfactorAlpha1,GLenum dfactorAlpha1)
{
	 glBlendFuncSeparate(sfactorRGB1,dfactorRGB1,sfactorAlpha1,dfactorAlpha1);
}
static inline void BlitFramebuffer(GLint srcX01,GLint srcY01,GLint srcX11,GLint srcY11,GLint dstX01,GLint dstY01,GLint dstX11,GLint dstY11,GLbitfield mask1,GLenum filter1)
{
	 glBlitFramebuffer(srcX01,srcY01,srcX11,srcY11,dstX01,dstY01,dstX11,dstY11,mask1,filter1);
}
static inline void BufferData(GLenum target1,GLsizeiptr size1,const void * data1,GLenum usage1)
{
	 glBufferData(target1,size1,data1,usage1);
}
static inline void BufferSubData(GLenum target1,GLintptr offset1,GLsizeiptr size1,const void * data1)
{
	 glBufferSubData(target1,offset1,size1,data1);
}
static inline GLenum CheckFramebufferStatus(GLenum target1)
{
	return glCheckFramebufferStatus(target1);
}
static inline void Clear(GLbitfield mask1)
{
	 glClear(mask1);
}
static inline void ClearBufferfi(GLenum buffer1,GLint drawbuffer1,GLfloat depth1,GLint stencil1)
{
	 glClearBufferfi(buffer1,drawbuffer1,depth1,stencil1);
}
static inline void ClearBufferfv(GLenum buffer1,GLint drawbuffer1,const GLfloat * value1)
{
	 glClearBufferfv(buffer1,drawbuffer1,value1);
}
static inline void ClearBufferiv(GLenum buffer1,GLint drawbuffer1,const GLint * value1)
{
	 glClearBufferiv(buffer1,drawbuffer1,value1);
}
static inline void ClearBufferuiv(GLenum buffer1,GLint drawbuffer1,const GLuint * value1)
{
	 glClearBufferuiv(buffer1,drawbuffer1,value1);
}
static inline void ClearColor(GLfloat red1,GLfloat green1,GLfloat blue1,GLfloat alpha1)
{
	 glClearColor(red1,green1,blue1,alpha1);
}
static inline void ClearDepthf(GLfloat d1)
{
	 glClearDepthf(d1);
}
static inline void ClearStencil(GLint s1)
{
	 glClearStencil(s1);
}
static inline GLenum ClientWaitSync(GLsync sync1,GLbitfield flags1,GLuint64 timeout1)
{
	return glClientWaitSync(sync1,flags1,timeout1);
}
static inline void ColorMask(GLboolean red1,GLboolean green1,GLboolean blue1,GLboolean alpha1)
{
	 glColorMask(red1,green1,blue1,alpha1);
}
static inline void CompileShader(GLuint shader1)
{
	 glCompileShader(shader1);
}
static inline void CompressedTexImage2D(GLenum target1,GLint level1,GLenum internalformat1,GLsizei width1,GLsizei height1,GLint border1,GLsizei imageSize1,const void * data1)
{
	 glCompressedTexImage2D(target1,level1,internalformat1,width1,height1,border1,imageSize1,data1);
}
static inline void CompressedTexImage3D(GLenum target1,GLint level1,GLenum internalformat1,GLsizei width1,GLsizei height1,GLsizei depth1,GLint border1,GLsizei imageSize1,const void * data1)
{
	 glCompressedTexImage3D(target1,level1,internalformat1,width1,height1,depth1,border1,imageSize1,data1);
}
static inline void CompressedTexSubImage2D(GLenum target1,GLint level1,GLint xoffset1,GLint yoffset1,GLsizei width1,GLsizei height1,GLenum format1,GLsizei imageSize1,const void * data1)
{
	 glCompressedTexSubImage2D(target1,level1,xoffset1,yoffset1,width1,height1,format1,imageSize1,data1);
}
static inline void CompressedTexSubImage3D(GLenum target1,GLint level1,GLint xoffset1,GLint yoffset1,GLint zoffset1,GLsizei width1,GLsizei height1,GLsizei depth1,GLenum format1,GLsizei imageSize1,const void * data1)
{
	 glCompressedTexSubImage3D(target1,level1,xoffset1,yoffset1,zoffset1,width1,height1,depth1,format1,imageSize1,data1);
}
static inline void CopyBufferSubData(GLenum readTarget1,GLenum writeTarget1,GLintptr readOffset1,GLintptr writeOffset1,GLsizeiptr size1)
{
	 glCopyBufferSubData(readTarget1,writeTarget1,readOffset1,writeOffset1,size1);
}
static inline void CopyTexImage2D(GLenum target1,GLint level1,GLenum internalformat1,GLint x1,GLint y1,GLsizei width1,GLsizei height1,GLint border1)
{
	 glCopyTexImage2D(target1,level1,internalformat1,x1,y1,width1,height1,border1);
}
static inline void CopyTexSubImage2D(GLenum target1,GLint level1,GLint xoffset1,GLint yoffset1,GLint x1,GLint y1,GLsizei width1,GLsizei height1)
{
	 glCopyTexSubImage2D(target1,level1,xoffset1,yoffset1,x1,y1,width1,height1);
}
static inline void CopyTexSubImage3D(GLenum target1,GLint level1,GLint xoffset1,GLint yoffset1,GLint zoffset1,GLint x1,GLint y1,GLsizei width1,GLsizei height1)
{
	 glCopyTexSubImage3D(target1,level1,xoffset1,yoffset1,zoffset1,x1,y1,width1,height1);
}
static inline GLuint CreateProgram()
{
	return glCreateProgram();
}
static inline GLuint CreateShader(GLenum type1)
{
	return glCreateShader(type1);
}
static inline GLuint CreateShaderProgramv(GLenum type1,GLsizei count1,const GLchar *const* strings1)
{
	return glCreateShaderProgramv(type1,count1,strings1);
}
static inline void CullFace(GLenum mode1)
{
	 glCullFace(mode1);
}
static inline void DeleteBuffers(GLsizei n1,const GLuint * buffers1)
{
	 glDeleteBuffers(n1,buffers1);
}
static inline void DeleteFramebuffers(GLsizei n1,const GLuint * framebuffers1)
{
	 glDeleteFramebuffers(n1,framebuffers1);
}
static inline void DeleteProgram(GLuint program1)
{
	 glDeleteProgram(program1);
}
static inline void DeleteProgramPipelines(GLsizei n1,const GLuint * pipelines1)
{
	 glDeleteProgramPipelines(n1,pipelines1);
}
static inline void DeleteQueries(GLsizei n1,const GLuint * ids1)
{
	 glDeleteQueries(n1,ids1);
}
static inline void DeleteRenderbuffers(GLsizei n1,const GLuint * renderbuffers1)
{
	 glDeleteRenderbuffers(n1,renderbuffers1);
}
static inline void DeleteSamplers(GLsizei count1,const GLuint * samplers1)
{
	 glDeleteSamplers(count1,samplers1);
}
static inline void DeleteShader(GLuint shader1)
{
	 glDeleteShader(shader1);
}
static inline void DeleteSync(GLsync sync1)
{
	 glDeleteSync(sync1);
}
static inline void DeleteTextures(GLsizei n1,const GLuint * textures1)
{
	 glDeleteTextures(n1,textures1);
}
static inline void DeleteTransformFeedbacks(GLsizei n1,const GLuint * ids1)
{
	 glDeleteTransformFeedbacks(n1,ids1);
}
static inline void DeleteVertexArrays(GLsizei n1,const GLuint * arrays1)
{
	 glDeleteVertexArrays(n1,arrays1);
}
static inline void DepthFunc(GLenum func1)
{
	 glDepthFunc(func1);
}
static inline void DepthMask(GLboolean flag1)
{
	 glDepthMask(flag1);
}
static inline void DepthRangef(GLfloat n1,GLfloat f1)
{
	 glDepthRangef(n1,f1);
}
static inline void DetachShader(GLuint program1,GLuint shader1)
{
	 glDetachShader(program1,shader1);
}
static inline void Disable(GLenum cap1)
{
	 glDisable(cap1);
}
static inline void DisableVertexAttribArray(GLuint index1)
{
	 glDisableVertexAttribArray(index1);
}
static inline void DispatchCompute(GLuint num_groups_x1,GLuint num_groups_y1,GLuint num_groups_z1)
{
	 glDispatchCompute(num_groups_x1,num_groups_y1,num_groups_z1);
}
static inline void DispatchComputeIndirect(GLintptr indirect1)
{
	 glDispatchComputeIndirect(indirect1);
}
static inline void DrawArrays(GLenum mode1,GLint first1,GLsizei count1)
{
	 glDrawArrays(mode1,first1,count1);
}
static inline void DrawArraysIndirect(GLenum mode1,const void * indirect1)
{
	 glDrawArraysIndirect(mode1,indirect1);
}
static inline void DrawArraysInstanced(GLenum mode1,GLint first1,GLsizei count1,GLsizei instancecount1)
{
	 glDrawArraysInstanced(mode1,first1,count1,instancecount1);
}
static inline void DrawBuffers(GLsizei n1,const GLenum * bufs1)
{
	 glDrawBuffers(n1,bufs1);
}
static inline void DrawElements(GLenum mode1,GLsizei count1,GLenum type1,const void * indices1)
{
	 glDrawElements(mode1,count1,type1,indices1);
}
static inline void DrawElementsIndirect(GLenum mode1,GLenum type1,const void * indirect1)
{
	 glDrawElementsIndirect(mode1,type1,indirect1);
}
static inline void DrawElementsInstanced(GLenum mode1,GLsizei count1,GLenum type1,const void * indices1,GLsizei instancecount1)
{
	 glDrawElementsInstanced(mode1,count1,type1,indices1,instancecount1);
}
static inline void DrawRangeElements(GLenum mode1,GLuint start1,GLuint end1,GLsizei count1,GLenum type1,const void * indices1)
{
	 glDrawRangeElements(mode1,start1,end1,count1,type1,indices1);
}
static inline void Enable(GLenum cap1)
{
	 glEnable(cap1);
}
static inline void EnableVertexAttribArray(GLuint index1)
{
	 glEnableVertexAttribArray(index1);
}
static inline void EndQuery(GLenum target1)
{
	 glEndQuery(target1);
}
static inline void EndTransformFeedback()
{
	 glEndTransformFeedback();
}
static inline GLsync FenceSync(GLenum condition1,GLbitfield flags1)
{
	return glFenceSync(condition1,flags1);
}
static inline void Finish()
{
	 glFinish();
}
static inline void Flush()
{
	 glFlush();
}
static inline void FlushMappedBufferRange(GLenum target1,GLintptr offset1,GLsizeiptr length1)
{
	 glFlushMappedBufferRange(target1,offset1,length1);
}
static inline void FramebufferParameteri(GLenum target1,GLenum pname1,GLint param1)
{
	 glFramebufferParameteri(target1,pname1,param1);
}
static inline void FramebufferRenderbuffer(GLenum target1,GLenum attachment1,GLenum renderbuffertarget1,GLuint renderbuffer1)
{
	 glFramebufferRenderbuffer(target1,attachment1,renderbuffertarget1,renderbuffer1);
}
static inline void FramebufferTexture2D(GLenum target1,GLenum attachment1,GLenum textarget1,GLuint texture1,GLint level1)
{
	 glFramebufferTexture2D(target1,attachment1,textarget1,texture1,level1);
}
static inline void FramebufferTextureLayer(GLenum target1,GLenum attachment1,GLuint texture1,GLint level1,GLint layer1)
{
	 glFramebufferTextureLayer(target1,attachment1,texture1,level1,layer1);
}
static inline void FrontFace(GLenum mode1)
{
	 glFrontFace(mode1);
}
static inline void GenBuffers(GLsizei n1,GLuint * buffers1)
{
	 glGenBuffers(n1,buffers1);
}
static inline void GenFramebuffers(GLsizei n1,GLuint * framebuffers1)
{
	 glGenFramebuffers(n1,framebuffers1);
}
static inline void GenProgramPipelines(GLsizei n1,GLuint * pipelines1)
{
	 glGenProgramPipelines(n1,pipelines1);
}
static inline void GenQueries(GLsizei n1,GLuint * ids1)
{
	 glGenQueries(n1,ids1);
}
static inline void GenRenderbuffers(GLsizei n1,GLuint * renderbuffers1)
{
	 glGenRenderbuffers(n1,renderbuffers1);
}
static inline void GenSamplers(GLsizei count1,GLuint * samplers1)
{
	 glGenSamplers(count1,samplers1);
}
static inline void GenTextures(GLsizei n1,GLuint * textures1)
{
	 glGenTextures(n1,textures1);
}
static inline void GenTransformFeedbacks(GLsizei n1,GLuint * ids1)
{
	 glGenTransformFeedbacks(n1,ids1);
}
static inline void GenVertexArrays(GLsizei n1,GLuint * arrays1)
{
	 glGenVertexArrays(n1,arrays1);
}
static inline void GenerateMipmap(GLenum target1)
{
	 glGenerateMipmap(target1);
}
static inline void GetActiveAttrib(GLuint program1,GLuint index1,GLsizei bufSize1,GLsizei * length1,GLint * size1,GLenum * type1,GLchar * name1)
{
	 glGetActiveAttrib(program1,index1,bufSize1,length1,size1,type1,name1);
}
static inline void GetActiveUniform(GLuint program1,GLuint index1,GLsizei bufSize1,GLsizei * length1,GLint * size1,GLenum * type1,GLchar * name1)
{
	 glGetActiveUniform(program1,index1,bufSize1,length1,size1,type1,name1);
}
static inline void GetActiveUniformBlockName(GLuint program1,GLuint uniformBlockIndex1,GLsizei bufSize1,GLsizei * length1,GLchar * uniformBlockName1)
{
	 glGetActiveUniformBlockName(program1,uniformBlockIndex1,bufSize1,length1,uniformBlockName1);
}
static inline void GetActiveUniformBlockiv(GLuint program1,GLuint uniformBlockIndex1,GLenum pname1,GLint * params1)
{
	 glGetActiveUniformBlockiv(program1,uniformBlockIndex1,pname1,params1);
}
static inline void GetActiveUniformsiv(GLuint program1,GLsizei uniformCount1,const GLuint * uniformIndices1,GLenum pname1,GLint * params1)
{
	 glGetActiveUniformsiv(program1,uniformCount1,uniformIndices1,pname1,params1);
}
static inline void GetAttachedShaders(GLuint program1,GLsizei maxCount1,GLsizei * count1,GLuint * shaders1)
{
	 glGetAttachedShaders(program1,maxCount1,count1,shaders1);
}
static inline GLint GetAttribLocation(GLuint program1,const GLchar * name1)
{
	return glGetAttribLocation(program1,name1);
}
static inline void GetBooleani_v(GLenum target1,GLuint index1,GLboolean * data1)
{
	 glGetBooleani_v(target1,index1,data1);
}
static inline void GetBooleanv(GLenum pname1,GLboolean * data1)
{
	 glGetBooleanv(pname1,data1);
}
static inline void GetBufferParameteri64v(GLenum target1,GLenum pname1,GLint64 * params1)
{
	 glGetBufferParameteri64v(target1,pname1,params1);
}
static inline void GetBufferParameteriv(GLenum target1,GLenum pname1,GLint * params1)
{
	 glGetBufferParameteriv(target1,pname1,params1);
}
static inline void GetBufferPointerv(GLenum target1,GLenum pname1,void ** params1)
{
	 glGetBufferPointerv(target1,pname1,params1);
}
static inline GLenum GetError()
{
	return glGetError();
}
static inline void GetFloatv(GLenum pname1,GLfloat * data1)
{
	 glGetFloatv(pname1,data1);
}
static inline GLint GetFragDataLocation(GLuint program1,const GLchar * name1)
{
	return glGetFragDataLocation(program1,name1);
}
static inline void GetFramebufferAttachmentParameteriv(GLenum target1,GLenum attachment1,GLenum pname1,GLint * params1)
{
	 glGetFramebufferAttachmentParameteriv(target1,attachment1,pname1,params1);
}
static inline void GetFramebufferParameteriv(GLenum target1,GLenum pname1,GLint * params1)
{
	 glGetFramebufferParameteriv(target1,pname1,params1);
}
static inline void GetInteger64i_v(GLenum target1,GLuint index1,GLint64 * data1)
{
	 glGetInteger64i_v(target1,index1,data1);
}
static inline void GetInteger64v(GLenum pname1,GLint64 * data1)
{
	 glGetInteger64v(pname1,data1);
}
static inline void GetIntegeri_v(GLenum target1,GLuint index1,GLint * data1)
{
	 glGetIntegeri_v(target1,index1,data1);
}
static inline void GetIntegerv(GLenum pname1,GLint * data1)
{
	 glGetIntegerv(pname1,data1);
}
static inline void GetInternalformativ(GLenum target1,GLenum internalformat1,GLenum pname1,GLsizei bufSize1,GLint * params1)
{
	 glGetInternalformativ(target1,internalformat1,pname1,bufSize1,params1);
}
static inline void GetMultisamplefv(GLenum pname1,GLuint index1,GLfloat * val1)
{
	 glGetMultisamplefv(pname1,index1,val1);
}
static inline void GetProgramBinary(GLuint program1,GLsizei bufSize1,GLsizei * length1,GLenum * binaryFormat1,void * binary1)
{
	 glGetProgramBinary(program1,bufSize1,length1,binaryFormat1,binary1);
}
static inline void GetProgramInfoLog(GLuint program1,GLsizei bufSize1,GLsizei * length1,GLchar * infoLog1)
{
	 glGetProgramInfoLog(program1,bufSize1,length1,infoLog1);
}
static inline void GetProgramInterfaceiv(GLuint program1,GLenum programInterface1,GLenum pname1,GLint * params1)
{
	 glGetProgramInterfaceiv(program1,programInterface1,pname1,params1);
}
static inline void GetProgramPipelineInfoLog(GLuint pipeline1,GLsizei bufSize1,GLsizei * length1,GLchar * infoLog1)
{
	 glGetProgramPipelineInfoLog(pipeline1,bufSize1,length1,infoLog1);
}
static inline void GetProgramPipelineiv(GLuint pipeline1,GLenum pname1,GLint * params1)
{
	 glGetProgramPipelineiv(pipeline1,pname1,params1);
}
static inline GLuint GetProgramResourceIndex(GLuint program1,GLenum programInterface1,const GLchar * name1)
{
	return glGetProgramResourceIndex(program1,programInterface1,name1);
}
static inline GLint GetProgramResourceLocation(GLuint program1,GLenum programInterface1,const GLchar * name1)
{
	return glGetProgramResourceLocation(program1,programInterface1,name1);
}
static inline void GetProgramResourceName(GLuint program1,GLenum programInterface1,GLuint index1,GLsizei bufSize1,GLsizei * length1,GLchar * name1)
{
	 glGetProgramResourceName(program1,programInterface1,index1,bufSize1,length1,name1);
}
static inline void GetProgramResourceiv(GLuint program1,GLenum programInterface1,GLuint index1,GLsizei propCount1,const GLenum * props1,GLsizei bufSize1,GLsizei * length1,GLint * params1)
{
	 glGetProgramResourceiv(program1,programInterface1,index1,propCount1,props1,bufSize1,length1,params1);
}
static inline void GetProgramiv(GLuint program1,GLenum pname1,GLint * params1)
{
	 glGetProgramiv(program1,pname1,params1);
}
static inline void GetQueryObjectuiv(GLuint id1,GLenum pname1,GLuint * params1)
{
	 glGetQueryObjectuiv(id1,pname1,params1);
}
static inline void GetQueryiv(GLenum target1,GLenum pname1,GLint * params1)
{
	 glGetQueryiv(target1,pname1,params1);
}
static inline void GetRenderbufferParameteriv(GLenum target1,GLenum pname1,GLint * params1)
{
	 glGetRenderbufferParameteriv(target1,pname1,params1);
}
static inline void GetSamplerParameterfv(GLuint sampler1,GLenum pname1,GLfloat * params1)
{
	 glGetSamplerParameterfv(sampler1,pname1,params1);
}
static inline void GetSamplerParameteriv(GLuint sampler1,GLenum pname1,GLint * params1)
{
	 glGetSamplerParameteriv(sampler1,pname1,params1);
}
static inline void GetShaderInfoLog(GLuint shader1,GLsizei bufSize1,GLsizei * length1,GLchar * infoLog1)
{
	 glGetShaderInfoLog(shader1,bufSize1,length1,infoLog1);
}
static inline void GetShaderPrecisionFormat(GLenum shadertype1,GLenum precisiontype1,GLint * range1,GLint * precision1)
{
	 glGetShaderPrecisionFormat(shadertype1,precisiontype1,range1,precision1);
}
static inline void GetShaderSource(GLuint shader1,GLsizei bufSize1,GLsizei * length1,GLchar * source1)
{
	 glGetShaderSource(shader1,bufSize1,length1,source1);
}
static inline void GetShaderiv(GLuint shader1,GLenum pname1,GLint * params1)
{
	 glGetShaderiv(shader1,pname1,params1);
}
static inline const GLubyte * GetString(GLenum name1)
{
	return glGetString(name1);
}
static inline const GLubyte * GetStringi(GLenum name1,GLuint index1)
{
	return glGetStringi(name1,index1);
}
static inline void GetSynciv(GLsync sync1,GLenum pname1,GLsizei bufSize1,GLsizei * length1,GLint * values1)
{
	 glGetSynciv(sync1,pname1,bufSize1,length1,values1);
}
static inline void GetTexLevelParameterfv(GLenum target1,GLint level1,GLenum pname1,GLfloat * params1)
{
	 glGetTexLevelParameterfv(target1,level1,pname1,params1);
}
static inline void GetTexLevelParameteriv(GLenum target1,GLint level1,GLenum pname1,GLint * params1)
{
	 glGetTexLevelParameteriv(target1,level1,pname1,params1);
}
static inline void GetTexParameterfv(GLenum target1,GLenum pname1,GLfloat * params1)
{
	 glGetTexParameterfv(target1,pname1,params1);
}
static inline void GetTexParameteriv(GLenum target1,GLenum pname1,GLint * params1)
{
	 glGetTexParameteriv(target1,pname1,params1);
}
static inline void GetTransformFeedbackVarying(GLuint program1,GLuint index1,GLsizei bufSize1,GLsizei * length1,GLsizei * size1,GLenum * type1,GLchar * name1)
{
	 glGetTransformFeedbackVarying(program1,index1,bufSize1,length1,size1,type1,name1);
}
static inline GLuint GetUniformBlockIndex(GLuint program1,const GLchar * uniformBlockName1)
{
	return glGetUniformBlockIndex(program1,uniformBlockName1);
}
static inline void GetUniformIndices(GLuint program1,GLsizei uniformCount1,const GLchar *const* uniformNames1,GLuint * uniformIndices1)
{
	 glGetUniformIndices(program1,uniformCount1,uniformNames1,uniformIndices1);
}
static inline GLint GetUniformLocation(GLuint program1,const GLchar * name1)
{
	return glGetUniformLocation(program1,name1);
}
static inline void GetUniformfv(GLuint program1,GLint location1,GLfloat * params1)
{
	 glGetUniformfv(program1,location1,params1);
}
static inline void GetUniformiv(GLuint program1,GLint location1,GLint * params1)
{
	 glGetUniformiv(program1,location1,params1);
}
static inline void GetUniformuiv(GLuint program1,GLint location1,GLuint * params1)
{
	 glGetUniformuiv(program1,location1,params1);
}
static inline void GetVertexAttribIiv(GLuint index1,GLenum pname1,GLint * params1)
{
	 glGetVertexAttribIiv(index1,pname1,params1);
}
static inline void GetVertexAttribIuiv(GLuint index1,GLenum pname1,GLuint * params1)
{
	 glGetVertexAttribIuiv(index1,pname1,params1);
}
static inline void GetVertexAttribPointerv(GLuint index1,GLenum pname1,void ** pointer1)
{
	 glGetVertexAttribPointerv(index1,pname1,pointer1);
}
static inline void GetVertexAttribfv(GLuint index1,GLenum pname1,GLfloat * params1)
{
	 glGetVertexAttribfv(index1,pname1,params1);
}
static inline void GetVertexAttribiv(GLuint index1,GLenum pname1,GLint * params1)
{
	 glGetVertexAttribiv(index1,pname1,params1);
}
static inline void Hint(GLenum target1,GLenum mode1)
{
	 glHint(target1,mode1);
}
static inline void InvalidateFramebuffer(GLenum target1,GLsizei numAttachments1,const GLenum * attachments1)
{
	 glInvalidateFramebuffer(target1,numAttachments1,attachments1);
}
static inline void InvalidateSubFramebuffer(GLenum target1,GLsizei numAttachments1,const GLenum * attachments1,GLint x1,GLint y1,GLsizei width1,GLsizei height1)
{
	 glInvalidateSubFramebuffer(target1,numAttachments1,attachments1,x1,y1,width1,height1);
}
static inline GLboolean IsBuffer(GLuint buffer1)
{
	return glIsBuffer(buffer1);
}
static inline GLboolean IsEnabled(GLenum cap1)
{
	return glIsEnabled(cap1);
}
static inline GLboolean IsFramebuffer(GLuint framebuffer1)
{
	return glIsFramebuffer(framebuffer1);
}
static inline GLboolean IsProgram(GLuint program1)
{
	return glIsProgram(program1);
}
static inline GLboolean IsProgramPipeline(GLuint pipeline1)
{
	return glIsProgramPipeline(pipeline1);
}
static inline GLboolean IsQuery(GLuint id1)
{
	return glIsQuery(id1);
}
static inline GLboolean IsRenderbuffer(GLuint renderbuffer1)
{
	return glIsRenderbuffer(renderbuffer1);
}
static inline GLboolean IsSampler(GLuint sampler1)
{
	return glIsSampler(sampler1);
}
static inline GLboolean IsShader(GLuint shader1)
{
	return glIsShader(shader1);
}
static inline GLboolean IsSync(GLsync sync1)
{
	return glIsSync(sync1);
}
static inline GLboolean IsTexture(GLuint texture1)
{
	return glIsTexture(texture1);
}
static inline GLboolean IsTransformFeedback(GLuint id1)
{
	return glIsTransformFeedback(id1);
}
static inline GLboolean IsVertexArray(GLuint array1)
{
	return glIsVertexArray(array1);
}
static inline void LineWidth(GLfloat width1)
{
	 glLineWidth(width1);
}
static inline void LinkProgram(GLuint program1)
{
	 glLinkProgram(program1);
}
static inline void * MapBufferRange(GLenum target1,GLintptr offset1,GLsizeiptr length1,GLbitfield access1)
{
	return glMapBufferRange(target1,offset1,length1,access1);
}
static inline void MemoryBarrier(GLbitfield barriers1)
{
	 glMemoryBarrier(barriers1);
}
static inline void MemoryBarrierByRegion(GLbitfield barriers1)
{
	 glMemoryBarrierByRegion(barriers1);
}
static inline void PauseTransformFeedback()
{
	 glPauseTransformFeedback();
}
static inline void PixelStorei(GLenum pname1,GLint param1)
{
	 glPixelStorei(pname1,param1);
}
static inline void PolygonOffset(GLfloat factor1,GLfloat units1)
{
	 glPolygonOffset(factor1,units1);
}
static inline void ProgramBinary(GLuint program1,GLenum binaryFormat1,const void * binary1,GLsizei length1)
{
	 glProgramBinary(program1,binaryFormat1,binary1,length1);
}
static inline void ProgramParameteri(GLuint program1,GLenum pname1,GLint value1)
{
	 glProgramParameteri(program1,pname1,value1);
}
static inline void ProgramUniform1f(GLuint program1,GLint location1,GLfloat v01)
{
	 glProgramUniform1f(program1,location1,v01);
}
static inline void ProgramUniform1fv(GLuint program1,GLint location1,GLsizei count1,const GLfloat * value1)
{
	 glProgramUniform1fv(program1,location1,count1,value1);
}
static inline void ProgramUniform1i(GLuint program1,GLint location1,GLint v01)
{
	 glProgramUniform1i(program1,location1,v01);
}
static inline void ProgramUniform1iv(GLuint program1,GLint location1,GLsizei count1,const GLint * value1)
{
	 glProgramUniform1iv(program1,location1,count1,value1);
}
static inline void ProgramUniform1ui(GLuint program1,GLint location1,GLuint v01)
{
	 glProgramUniform1ui(program1,location1,v01);
}
static inline void ProgramUniform1uiv(GLuint program1,GLint location1,GLsizei count1,const GLuint * value1)
{
	 glProgramUniform1uiv(program1,location1,count1,value1);
}
static inline void ProgramUniform2f(GLuint program1,GLint location1,GLfloat v01,GLfloat v11)
{
	 glProgramUniform2f(program1,location1,v01,v11);
}
static inline void ProgramUniform2fv(GLuint program1,GLint location1,GLsizei count1,const GLfloat * value1)
{
	 glProgramUniform2fv(program1,location1,count1,value1);
}
static inline void ProgramUniform2i(GLuint program1,GLint location1,GLint v01,GLint v11)
{
	 glProgramUniform2i(program1,location1,v01,v11);
}
static inline void ProgramUniform2iv(GLuint program1,GLint location1,GLsizei count1,const GLint * value1)
{
	 glProgramUniform2iv(program1,location1,count1,value1);
}
static inline void ProgramUniform2ui(GLuint program1,GLint location1,GLuint v01,GLuint v11)
{
	 glProgramUniform2ui(program1,location1,v01,v11);
}
static inline void ProgramUniform2uiv(GLuint program1,GLint location1,GLsizei count1,const GLuint * value1)
{
	 glProgramUniform2uiv(program1,location1,count1,value1);
}
static inline void ProgramUniform3f(GLuint program1,GLint location1,GLfloat v01,GLfloat v11,GLfloat v21)
{
	 glProgramUniform3f(program1,location1,v01,v11,v21);
}
static inline void ProgramUniform3fv(GLuint program1,GLint location1,GLsizei count1,const GLfloat * value1)
{
	 glProgramUniform3fv(program1,location1,count1,value1);
}
static inline void ProgramUniform3i(GLuint program1,GLint location1,GLint v01,GLint v11,GLint v21)
{
	 glProgramUniform3i(program1,location1,v01,v11,v21);
}
static inline void ProgramUniform3iv(GLuint program1,GLint location1,GLsizei count1,const GLint * value1)
{
	 glProgramUniform3iv(program1,location1,count1,value1);
}
static inline void ProgramUniform3ui(GLuint program1,GLint location1,GLuint v01,GLuint v11,GLuint v21)
{
	 glProgramUniform3ui(program1,location1,v01,v11,v21);
}
static inline void ProgramUniform3uiv(GLuint program1,GLint location1,GLsizei count1,const GLuint * value1)
{
	 glProgramUniform3uiv(program1,location1,count1,value1);
}
static inline void ProgramUniform4f(GLuint program1,GLint location1,GLfloat v01,GLfloat v11,GLfloat v21,GLfloat v31)
{
	 glProgramUniform4f(program1,location1,v01,v11,v21,v31);
}
static inline void ProgramUniform4fv(GLuint program1,GLint location1,GLsizei count1,const GLfloat * value1)
{
	 glProgramUniform4fv(program1,location1,count1,value1);
}
static inline void ProgramUniform4i(GLuint program1,GLint location1,GLint v01,GLint v11,GLint v21,GLint v31)
{
	 glProgramUniform4i(program1,location1,v01,v11,v21,v31);
}
static inline void ProgramUniform4iv(GLuint program1,GLint location1,GLsizei count1,const GLint * value1)
{
	 glProgramUniform4iv(program1,location1,count1,value1);
}
static inline void ProgramUniform4ui(GLuint program1,GLint location1,GLuint v01,GLuint v11,GLuint v21,GLuint v31)
{
	 glProgramUniform4ui(program1,location1,v01,v11,v21,v31);
}
static inline void ProgramUniform4uiv(GLuint program1,GLint location1,GLsizei count1,const GLuint * value1)
{
	 glProgramUniform4uiv(program1,location1,count1,value1);
}
static inline void ProgramUniformMatrix2fv(GLuint program1,GLint location1,GLsizei count1,GLboolean transpose1,const GLfloat * value1)
{
	 glProgramUniformMatrix2fv(program1,location1,count1,transpose1,value1);
}
static inline void ProgramUniformMatrix2x3fv(GLuint program1,GLint location1,GLsizei count1,GLboolean transpose1,const GLfloat * value1)
{
	 glProgramUniformMatrix2x3fv(program1,location1,count1,transpose1,value1);
}
static inline void ProgramUniformMatrix2x4fv(GLuint program1,GLint location1,GLsizei count1,GLboolean transpose1,const GLfloat * value1)
{
	 glProgramUniformMatrix2x4fv(program1,location1,count1,transpose1,value1);
}
static inline void ProgramUniformMatrix3fv(GLuint program1,GLint location1,GLsizei count1,GLboolean transpose1,const GLfloat * value1)
{
	 glProgramUniformMatrix3fv(program1,location1,count1,transpose1,value1);
}
static inline void ProgramUniformMatrix3x2fv(GLuint program1,GLint location1,GLsizei count1,GLboolean transpose1,const GLfloat * value1)
{
	 glProgramUniformMatrix3x2fv(program1,location1,count1,transpose1,value1);
}
static inline void ProgramUniformMatrix3x4fv(GLuint program1,GLint location1,GLsizei count1,GLboolean transpose1,const GLfloat * value1)
{
	 glProgramUniformMatrix3x4fv(program1,location1,count1,transpose1,value1);
}
static inline void ProgramUniformMatrix4fv(GLuint program1,GLint location1,GLsizei count1,GLboolean transpose1,const GLfloat * value1)
{
	 glProgramUniformMatrix4fv(program1,location1,count1,transpose1,value1);
}
static inline void ProgramUniformMatrix4x2fv(GLuint program1,GLint location1,GLsizei count1,GLboolean transpose1,const GLfloat * value1)
{
	 glProgramUniformMatrix4x2fv(program1,location1,count1,transpose1,value1);
}
static inline void ProgramUniformMatrix4x3fv(GLuint program1,GLint location1,GLsizei count1,GLboolean transpose1,const GLfloat * value1)
{
	 glProgramUniformMatrix4x3fv(program1,location1,count1,transpose1,value1);
}
static inline void ReadBuffer(GLenum src1)
{
	 glReadBuffer(src1);
}
static inline void ReadPixels(GLint x1,GLint y1,GLsizei width1,GLsizei height1,GLenum format1,GLenum type1,void * pixels1)
{
	 glReadPixels(x1,y1,width1,height1,format1,type1,pixels1);
}
static inline void ReleaseShaderCompiler()
{
	 glReleaseShaderCompiler();
}
static inline void RenderbufferStorage(GLenum target1,GLenum internalformat1,GLsizei width1,GLsizei height1)
{
	 glRenderbufferStorage(target1,internalformat1,width1,height1);
}
static inline void RenderbufferStorageMultisample(GLenum target1,GLsizei samples1,GLenum internalformat1,GLsizei width1,GLsizei height1)
{
	 glRenderbufferStorageMultisample(target1,samples1,internalformat1,width1,height1);
}
static inline void ResumeTransformFeedback()
{
	 glResumeTransformFeedback();
}
static inline void SampleCoverage(GLfloat value1,GLboolean invert1)
{
	 glSampleCoverage(value1,invert1);
}
static inline void SampleMaski(GLuint maskNumber1,GLbitfield mask1)
{
	 glSampleMaski(maskNumber1,mask1);
}
static inline void SamplerParameterf(GLuint sampler1,GLenum pname1,GLfloat param1)
{
	 glSamplerParameterf(sampler1,pname1,param1);
}
static inline void SamplerParameterfv(GLuint sampler1,GLenum pname1,const GLfloat * param1)
{
	 glSamplerParameterfv(sampler1,pname1,param1);
}
static inline void SamplerParameteri(GLuint sampler1,GLenum pname1,GLint param1)
{
	 glSamplerParameteri(sampler1,pname1,param1);
}
static inline void SamplerParameteriv(GLuint sampler1,GLenum pname1,const GLint * param1)
{
	 glSamplerParameteriv(sampler1,pname1,param1);
}
static inline void Scissor(GLint x1,GLint y1,GLsizei width1,GLsizei height1)
{
	 glScissor(x1,y1,width1,height1);
}
static inline void ShaderBinary(GLsizei count1,const GLuint * shaders1,GLenum binaryformat1,const void * binary1,GLsizei length1)
{
	 glShaderBinary(count1,shaders1,binaryformat1,binary1,length1);
}
static inline void ShaderSource(GLuint shader1,GLsizei count1,const GLchar *const* string1,const GLint * length1)
{
	 glShaderSource(shader1,count1,string1,length1);
}
static inline void StencilFunc(GLenum func1,GLint ref1,GLuint mask1)
{
	 glStencilFunc(func1,ref1,mask1);
}
static inline void StencilFuncSeparate(GLenum face1,GLenum func1,GLint ref1,GLuint mask1)
{
	 glStencilFuncSeparate(face1,func1,ref1,mask1);
}
static inline void StencilMask(GLuint mask1)
{
	 glStencilMask(mask1);
}
static inline void StencilMaskSeparate(GLenum face1,GLuint mask1)
{
	 glStencilMaskSeparate(face1,mask1);
}
static inline void StencilOp(GLenum fail1,GLenum zfail1,GLenum zpass1)
{
	 glStencilOp(fail1,zfail1,zpass1);
}
static inline void StencilOpSeparate(GLenum face1,GLenum sfail1,GLenum dpfail1,GLenum dppass1)
{
	 glStencilOpSeparate(face1,sfail1,dpfail1,dppass1);
}
static inline void TexImage2D(GLenum target1,GLint level1,GLint internalformat1,GLsizei width1,GLsizei height1,GLint border1,GLenum format1,GLenum type1,const void * pixels1)
{
	 glTexImage2D(target1,level1,internalformat1,width1,height1,border1,format1,type1,pixels1);
}
static inline void TexImage3D(GLenum target1,GLint level1,GLint internalformat1,GLsizei width1,GLsizei height1,GLsizei depth1,GLint border1,GLenum format1,GLenum type1,const void * pixels1)
{
	 glTexImage3D(target1,level1,internalformat1,width1,height1,depth1,border1,format1,type1,pixels1);
}
static inline void TexParameterf(GLenum target1,GLenum pname1,GLfloat param1)
{
	 glTexParameterf(target1,pname1,param1);
}
static inline void TexParameterfv(GLenum target1,GLenum pname1,const GLfloat * params1)
{
	 glTexParameterfv(target1,pname1,params1);
}
static inline void TexParameteri(GLenum target1,GLenum pname1,GLint param1)
{
	 glTexParameteri(target1,pname1,param1);
}
static inline void TexParameteriv(GLenum target1,GLenum pname1,const GLint * params1)
{
	 glTexParameteriv(target1,pname1,params1);
}
static inline void TexStorage2D(GLenum target1,GLsizei levels1,GLenum internalformat1,GLsizei width1,GLsizei height1)
{
	 glTexStorage2D(target1,levels1,internalformat1,width1,height1);
}
static inline void TexStorage2DMultisample(GLenum target1,GLsizei samples1,GLenum internalformat1,GLsizei width1,GLsizei height1,GLboolean fixedsamplelocations1)
{
	 glTexStorage2DMultisample(target1,samples1,internalformat1,width1,height1,fixedsamplelocations1);
}
static inline void TexStorage3D(GLenum target1,GLsizei levels1,GLenum internalformat1,GLsizei width1,GLsizei height1,GLsizei depth1)
{
	 glTexStorage3D(target1,levels1,internalformat1,width1,height1,depth1);
}
static inline void TexSubImage2D(GLenum target1,GLint level1,GLint xoffset1,GLint yoffset1,GLsizei width1,GLsizei height1,GLenum format1,GLenum type1,const void * pixels1)
{
	 glTexSubImage2D(target1,level1,xoffset1,yoffset1,width1,height1,format1,type1,pixels1);
}
static inline void TexSubImage3D(GLenum target1,GLint level1,GLint xoffset1,GLint yoffset1,GLint zoffset1,GLsizei width1,GLsizei height1,GLsizei depth1,GLenum format1,GLenum type1,const void * pixels1)
{
	 glTexSubImage3D(target1,level1,xoffset1,yoffset1,zoffset1,width1,height1,depth1,format1,type1,pixels1);
}
static inline void TransformFeedbackVaryings(GLuint program1,GLsizei count1,const GLchar *const* varyings1,GLenum bufferMode1)
{
	 glTransformFeedbackVaryings(program1,count1,varyings1,bufferMode1);
}
static inline void Uniform1f(GLint location1,GLfloat v01)
{
	 glUniform1f(location1,v01);
}
static inline void Uniform1fv(GLint location1,GLsizei count1,const GLfloat * value1)
{
	 glUniform1fv(location1,count1,value1);
}
static inline void Uniform1i(GLint location1,GLint v01)
{
	 glUniform1i(location1,v01);
}
static inline void Uniform1iv(GLint location1,GLsizei count1,const GLint * value1)
{
	 glUniform1iv(location1,count1,value1);
}
static inline void Uniform1ui(GLint location1,GLuint v01)
{
	 glUniform1ui(location1,v01);
}
static inline void Uniform1uiv(GLint location1,GLsizei count1,const GLuint * value1)
{
	 glUniform1uiv(location1,count1,value1);
}
static inline void Uniform2f(GLint location1,GLfloat v01,GLfloat v11)
{
	 glUniform2f(location1,v01,v11);
}
static inline void Uniform2fv(GLint location1,GLsizei count1,const GLfloat * value1)
{
	 glUniform2fv(location1,count1,value1);
}
static inline void Uniform2i(GLint location1,GLint v01,GLint v11)
{
	 glUniform2i(location1,v01,v11);
}
static inline void Uniform2iv(GLint location1,GLsizei count1,const GLint * value1)
{
	 glUniform2iv(location1,count1,value1);
}
static inline void Uniform2ui(GLint location1,GLuint v01,GLuint v11)
{
	 glUniform2ui(location1,v01,v11);
}
static inline void Uniform2uiv(GLint location1,GLsizei count1,const GLuint * value1)
{
	 glUniform2uiv(location1,count1,value1);
}
static inline void Uniform3f(GLint location1,GLfloat v01,GLfloat v11,GLfloat v21)
{
	 glUniform3f(location1,v01,v11,v21);
}
static inline void Uniform3fv(GLint location1,GLsizei count1,const GLfloat * value1)
{
	 glUniform3fv(location1,count1,value1);
}
static inline void Uniform3i(GLint location1,GLint v01,GLint v11,GLint v21)
{
	 glUniform3i(location1,v01,v11,v21);
}
static inline void Uniform3iv(GLint location1,GLsizei count1,const GLint * value1)
{
	 glUniform3iv(location1,count1,value1);
}
static inline void Uniform3ui(GLint location1,GLuint v01,GLuint v11,GLuint v21)
{
	 glUniform3ui(location1,v01,v11,v21);
}
static inline void Uniform3uiv(GLint location1,GLsizei count1,const GLuint * value1)
{
	 glUniform3uiv(location1,count1,value1);
}
static inline void Uniform4f(GLint location1,GLfloat v01,GLfloat v11,GLfloat v21,GLfloat v31)
{
	 glUniform4f(location1,v01,v11,v21,v31);
}
static inline void Uniform4fv(GLint location1,GLsizei count1,const GLfloat * value1)
{
	 glUniform4fv(location1,count1,value1);
}
static inline void Uniform4i(GLint location1,GLint v01,GLint v11,GLint v21,GLint v31)
{
	 glUniform4i(location1,v01,v11,v21,v31);
}
static inline void Uniform4iv(GLint location1,GLsizei count1,const GLint * value1)
{
	 glUniform4iv(location1,count1,value1);
}
static inline void Uniform4ui(GLint location1,GLuint v01,GLuint v11,GLuint v21,GLuint v31)
{
	 glUniform4ui(location1,v01,v11,v21,v31);
}
static inline void Uniform4uiv(GLint location1,GLsizei count1,const GLuint * value1)
{
	 glUniform4uiv(location1,count1,value1);
}
static inline void UniformBlockBinding(GLuint program1,GLuint uniformBlockIndex1,GLuint uniformBlockBinding1)
{
	 glUniformBlockBinding(program1,uniformBlockIndex1,uniformBlockBinding1);
}
static inline void UniformMatrix2fv(GLint location1,GLsizei count1,GLboolean transpose1,const GLfloat * value1)
{
	 glUniformMatrix2fv(location1,count1,transpose1,value1);
}
static inline void UniformMatrix2x3fv(GLint location1,GLsizei count1,GLboolean transpose1,const GLfloat * value1)
{
	 glUniformMatrix2x3fv(location1,count1,transpose1,value1);
}
static inline void UniformMatrix2x4fv(GLint location1,GLsizei count1,GLboolean transpose1,const GLfloat * value1)
{
	 glUniformMatrix2x4fv(location1,count1,transpose1,value1);
}
static inline void UniformMatrix3fv(GLint location1,GLsizei count1,GLboolean transpose1,const GLfloat * value1)
{
	 glUniformMatrix3fv(location1,count1,transpose1,value1);
}
static inline void UniformMatrix3x2fv(GLint location1,GLsizei count1,GLboolean transpose1,const GLfloat * value1)
{
	 glUniformMatrix3x2fv(location1,count1,transpose1,value1);
}
static inline void UniformMatrix3x4fv(GLint location1,GLsizei count1,GLboolean transpose1,const GLfloat * value1)
{
	 glUniformMatrix3x4fv(location1,count1,transpose1,value1);
}
static inline void UniformMatrix4fv(GLint location1,GLsizei count1,GLboolean transpose1,const GLfloat * value1)
{
	 glUniformMatrix4fv(location1,count1,transpose1,value1);
}
static inline void UniformMatrix4x2fv(GLint location1,GLsizei count1,GLboolean transpose1,const GLfloat * value1)
{
	 glUniformMatrix4x2fv(location1,count1,transpose1,value1);
}
static inline void UniformMatrix4x3fv(GLint location1,GLsizei count1,GLboolean transpose1,const GLfloat * value1)
{
	 glUniformMatrix4x3fv(location1,count1,transpose1,value1);
}
static inline GLboolean UnmapBuffer(GLenum target1)
{
	return glUnmapBuffer(target1);
}
static inline void UseProgram(GLuint program1)
{
	 glUseProgram(program1);
}
static inline void UseProgramStages(GLuint pipeline1,GLbitfield stages1,GLuint program1)
{
	 glUseProgramStages(pipeline1,stages1,program1);
}
static inline void ValidateProgram(GLuint program1)
{
	 glValidateProgram(program1);
}
static inline void ValidateProgramPipeline(GLuint pipeline1)
{
	 glValidateProgramPipeline(pipeline1);
}
static inline void VertexAttrib1f(GLuint index1,GLfloat x1)
{
	 glVertexAttrib1f(index1,x1);
}
static inline void VertexAttrib1fv(GLuint index1,const GLfloat * v1)
{
	 glVertexAttrib1fv(index1,v1);
}
static inline void VertexAttrib2f(GLuint index1,GLfloat x1,GLfloat y1)
{
	 glVertexAttrib2f(index1,x1,y1);
}
static inline void VertexAttrib2fv(GLuint index1,const GLfloat * v1)
{
	 glVertexAttrib2fv(index1,v1);
}
static inline void VertexAttrib3f(GLuint index1,GLfloat x1,GLfloat y1,GLfloat z1)
{
	 glVertexAttrib3f(index1,x1,y1,z1);
}
static inline void VertexAttrib3fv(GLuint index1,const GLfloat * v1)
{
	 glVertexAttrib3fv(index1,v1);
}
static inline void VertexAttrib4f(GLuint index1,GLfloat x1,GLfloat y1,GLfloat z1,GLfloat w1)
{
	 glVertexAttrib4f(index1,x1,y1,z1,w1);
}
static inline void VertexAttrib4fv(GLuint index1,const GLfloat * v1)
{
	 glVertexAttrib4fv(index1,v1);
}
static inline void VertexAttribBinding(GLuint attribindex1,GLuint bindingindex1)
{
	 glVertexAttribBinding(attribindex1,bindingindex1);
}
static inline void VertexAttribDivisor(GLuint index1,GLuint divisor1)
{
	 glVertexAttribDivisor(index1,divisor1);
}
static inline void VertexAttribFormat(GLuint attribindex1,GLint size1,GLenum type1,GLboolean normalized1,GLuint relativeoffset1)
{
	 glVertexAttribFormat(attribindex1,size1,type1,normalized1,relativeoffset1);
}
static inline void VertexAttribI4i(GLuint index1,GLint x1,GLint y1,GLint z1,GLint w1)
{
	 glVertexAttribI4i(index1,x1,y1,z1,w1);
}
static inline void VertexAttribI4iv(GLuint index1,const GLint * v1)
{
	 glVertexAttribI4iv(index1,v1);
}
static inline void VertexAttribI4ui(GLuint index1,GLuint x1,GLuint y1,GLuint z1,GLuint w1)
{
	 glVertexAttribI4ui(index1,x1,y1,z1,w1);
}
static inline void VertexAttribI4uiv(GLuint index1,const GLuint * v1)
{
	 glVertexAttribI4uiv(index1,v1);
}
static inline void VertexAttribIFormat(GLuint attribindex1,GLint size1,GLenum type1,GLuint relativeoffset1)
{
	 glVertexAttribIFormat(attribindex1,size1,type1,relativeoffset1);
}
static inline void VertexAttribIPointer(GLuint index1,GLint size1,GLenum type1,GLsizei stride1,const void * pointer1)
{
	 glVertexAttribIPointer(index1,size1,type1,stride1,pointer1);
}
static inline void VertexAttribPointer(GLuint index1,GLint size1,GLenum type1,GLboolean normalized1,GLsizei stride1,const void * pointer1)
{
	 glVertexAttribPointer(index1,size1,type1,normalized1,stride1,pointer1);
}
static inline void VertexBindingDivisor(GLuint bindingindex1,GLuint divisor1)
{
	 glVertexBindingDivisor(bindingindex1,divisor1);
}
static inline void Viewport(GLint x1,GLint y1,GLsizei width1,GLsizei height1)
{
	 glViewport(x1,y1,width1,height1);
}
static inline void WaitSync(GLsync sync1,GLbitfield flags1,GLuint64 timeout1)
{
	 glWaitSync(sync1,flags1,timeout1);
}}
#endif
